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A Custom AI Block Using the "Teleport" Event

Posted by: Lonely Tower on the AOW2 Scenario Forum
Expanded by Talon-Thorn

Outline:
Specified player (AI and human controlled) and independent units can not pass blocked hexagons. Units are teleported back when they try to enter the specified hexagons. Event can be modified to allow blockage to be disabled for specific players or the indepdendents.

Scripts:
Basically, the block works by detecting when an army enters the restricted hexagon, and then teleports the army to a destination away from the blocked area. It may be necessary to set up one teleport event on each side of a path to be sure the armies are teleported "back" in the right direction.

Setup:
Be aware that the teleport event will not teleport units to a location if it already contains units owned by the same player and the combined number of units will exceed eight. The teleport even also will give a human player the option to cancel the move if there are enemy units located at the target hexagon. Any of these events will cause the teleport event to fail, allowing units to move into the "blocked" hexagon. See below for a suggestion of how to prevent blocking of the teleport event.

Details:


All events are set to occur "Always"

Event Type: Teleport
Player: Trigger player
Location: {coordinate of the blocked area}
Destination: {anywhere you deem fit}

Trigger Type:Enter Area
Player: {select all players and independents as desired}
Location: {coordinate of the blocked area}

Conditions: Add any conditions here to allow the block to be disabled.



Limited Blocks:
To make a block limited based on time or some other event, simply create a "Control Flag" event that sets a flag to true when some trigger is set off, and add a "AND NOT Flagged" condition to the "blocker" teleport event. For example, to limit the block to 100 days, set up a script with a "Timer" trigger that will count 100 days, with a "Control Flag" event which sets the flag value to "True." Similarly, to cancel the block when a quest is completed, create a quest script that has a reward that sets the flag to "True."

How To Prevent The Teleport From Being Blocked:
One way to prevent the teleport event from being blocked is to have two teleport events, one to a holding site, and one from the holding site to the destination site. The holding site should be some place that can not be accessed (like a hole in the underground area). Make two additional events that will occur on "New Turn"; one will change the terrain at the holding site to shadowvoid, and the other will then change the terrain back to the default terrain type.

Any unit entering the blocked site will be teleported to the holding site, then teleported to the destination site. If the units do not get teleported to the destination site for some reason, they will remain at the holding site and be destroyed first thing, the next day.

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