On 12/14/13, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote: > hey all. > i've been working on shadows abound as the amo point in my operation > blackweb is currently completely not workin. > i've come up with something, i thought would work, butt currently doesn't. > i wanted to make a way, a unit could board or enter another unit, > without using a skill. > i came up with a ticket item. > the ticket items idea, is that when used on the right unit, would > board the unit using it on to that unit. > the problem is, that for some reason it doesn't work. > i'm not sure if this is do to it being an item, or the actual script > itself. > i don't get an error message though, it just says the unit uses it on > another, no loading etc... > i would like to possibley get this to work though, so any help i realy > apriciate. > the following is the complete text for the ticket item. > Item > 10 // parser version > |flags > description a small piece of paper, allowing one to board a ransport > vehicle taking the form of money. > useable_once > not_useable_on=archer,balrog,catapolt,child,demolition_mage,demon,dire_wolf,dragon,dwarf,dwarven_warrior,elf_mage,elf_ranger,elf,faerie,fire_demon,flying_monkey,forester,gargoil,ghost,ghoul,gnome,goblin,guard,guardian,human,imp,lord,mage_decoy,mage,monk,necromancer,ogre,orc,owl,poison_ivy,prince,shadow_assassin,skeleton,soldier,thief,troll,witch,wizard,wraith,zombie,a_hat_merchant,a_small_cabbin_in_the_woods,a_small_log_building,battle_ship,blacksmith,cabinet,desk,door,enchanted_door,gate,jeweler,merchant,potions_r_us,rock_slide,shady_merchant,silvren's_custom_bows,steel_door,temple,treasure_chest,vain's_warrior_lodge > sound=ticket > after_perform=load_unit_into_transport@ {Message: "{0} has boarded {1}" } > |script_flags > > thanks in advance for any help or advice. > > austen > > On 12/7/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote: >> Hi Allan, >> >> You did keep it reasonably simple, smile. >> My first priority when I get back to TB is to fix the remaining bugs. >> But I'll consider adding this feature at the same time. >> >> This particular feature could also be added as a script flag by Craig. >> So you might consider beseeching him for his amazing scripting skills, >> smile. >> >> Ian Reed >> >> >> On 12/7/2013 7:26 AM, Allan Thompson wrote: >>> Hi Ian, >>> I was hoping to ask for something simple. >>> Is it possible to add in a flag in effects so that a sound plays when >>> it's >>> duration expires? >>> >>> An example is in age of warlords. A weer warrior transformed into a weer >>> wolf has about four rounds before the effect is activated due to the >>> zeroing of a certain point. >>> Right now, it simply changes back. I would like it to make some kind of >>> sound so that the player has an audible clue that this happened. >>> I am not sure what it would be called. Maybe "activate_effect_sound" or >>> "end_of_duration_sound" >>> ". I am not sure when it would play actually. Either when the effect >>> takes >>> effect, or it's duration runs out, especially for duration=0 effects. >>> Hopefully I made some kind of sense on this request, grin. >>> >>> al >>> >>> >>> >>> >>> The truth will make you free" >>> Jesus Christ of Nazareth 33AD >>> >>> >>> >>> >> >> >> >