Sherlock wrote:For a unit to move in AF it MUST be situatated on an objective to begin with.
Actually unit dont need to be on objective, road will do just fine OR somehow area which is accessible but dont ask me what is accessible, heh I dont know.
Although I have not tested this in other versions, I would think the same thing applies...?
I have no experience about the different ground unit movement between falcon versions.
Can the TCL scripts be redone to ensure they place ground units on existing objectives?
Yes.
I was actually thinking of making complete "division" scripts which would just need ONE x,y coordinate and then it would infest the area in somesort of formation (so they can be picked up separately in tacedit and they would not be on top of each other) of whole division or what ever that military name for the large organization was. But thats sort of besides the point. Also on fictional (completely fictional) campaigns I was thinking of adding infantry/tanks into priority cities, altough like this they would be hundred of miles away from FLOT, but there would be much more interesting deep behind enemy lines action going on then. Anyways.
In a nutshell, the formation which you see now can and should be tightened up a bit, I believe now the scripts place them in 100 x,y grid spaces apart (if I recall correctly). This could be made to 50 or even 25 so they are in much more nicer group/formation.
Otherwise, we are back to manual placement (which I don't mind doing; but I know SM likes the automated process best).
There is no point of making the task manually which can be done automatically, however in the final-FINAL 1.0 version we should move the ground units so they dont appear in the theater so clinically X-Y oriented formation.
The whole damned purpose of this post; yes we can tweak th ground units to move better / completely by tweaking the scripts. To chance the initial x,y and tightening the group/formation.