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