[ian-reeds-games] Re: hey again,

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 14 Dec 2013 13:07:58 -0600

hey lol,
the previous message failed sorry.
i figured out the problem, and now run in to another.
the script fo unloading units from a transport is not working.
if you get it updated let me know, finaly got my units to be able to
buy a ticket use it on a horse drawn wagon and roll around in it, just
cant get them out.

austen

On 12/14/13, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote:
> 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
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>>
>>
>

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