Company of Heroes 3

Company of Heroes 3

(4) CO-OP - Geneva Convention
Shadowphreak  [developer] 22 Jan, 2024 @ 8:16am
How map was created - Playbills.
This map uses a ton of Playbills. Playbills are basically scripts that allow you to put logic (if/then type of statements).

civ1 and civ2 SGroups are spawned at beginning of map using SpawnSquad. Important these are named civ1 and civ2 so I can target them for many other actions.

They also have Unselectable playbil set so player cant select/control them. Using AI lock (so they only do what scripts say). These are simply Civilians SGroups set to player 1 so AI attacks them.

Playbill set and looped for check condition of Civ1 and Civ2. if health 0 action to FailMission, which ends game..

Loadatmosphere action playbill launches to transition from dark to light.

Playbill GroupTitleTextFade for putting words/updates bottom center of screen.

Playbill UIShowInfoPanel for creating Mission info and text top right corner.

Playbill UIFireEventCue and Visibility Type TITLE for center text box information. Prior to last patch, this actually created huge text on the screen. this changed to little box now.

Mission 1
- Playbill set for spawning transport trucks. (SpawnSquad). Then action move unit using waypoint paths (SquadPath playbill)
- Once transport trucks reach destination (UnitAtLocation), launch another playbill that spawns troops at that location, then target civilains (AttackMove target civ1 and civ2). Loop action set with condition as long as Transport has .1% of greater health AND unit at location.
- Barracks are simply SpawnSquad that appear at the door, and walk out. Target civ1 and csv2 SGroups. Some Wait actions, and a Loop with condition as long as barrack has .1% health.
- Mission 1 condition ends when all defenses and barracks are destroyed.

Mission 2
- Similar to mission 1, first we unlock the zone so its playable.
- SpawnSquad is used for Tank warehouses to spawn tanks on look until buildings are destroyed, looped and wait actions. AttackMove playbill for targetting civ1/civ2.
- Spawnsquad is used for sniper barracks, as above.
- Airport Tower building has playbill as long as health is above .1% to call in airstrikes using UseAbility and targeting Player 1. This will randomly attack anything owned by Player 1, sometimes civilians.

Mission 3
- SquadPath playbill set to follow Waypoint path. Civilians will follow to far right bridge, once near bridge UnitAtLocation triggers bridges to be blown, using GroupKill playbill and trageting bridges.
- Launch playbill that pings map with location of civilians ever 5 seconds. looped. So players know where they are.
- SpawnSquad loop with wait action set for patrols to spawn around edges of map, targeting civ1 and civ2.
- SquadPath then set to move civlians across Waypoint path 2. Which walks around and over bridges.
- Once Civ1 or Civ2 cross middle bridge, unitatlocation triggers the final Battle. Which simply consists of a ton of SpawnSquads of Allie and Axis tanks and troops to Attack move against each other. On loop. Here I also increase the Player 1 populate to 500 to handle the increase in troops.
- Once civ1 or civ2 reach the boats UnitAtLocation, Mission complete.

That's basically the overview summary. Of course a lot more goes into it, but this is the just of it... :)
Last edited by Shadowphreak; 22 Jan, 2024 @ 8:39am