Zack! Your freakin brilliant! Lol. Thanks so much for that. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak Claassen Sent: Wednesday, August 28, 2013 10:41 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: AI control Alan, if you only add the "can_toggle_ai" line to a unit it won't start out ai-controlled but you could still toggle the ai in game. You could add that in the default units and structures files, and only add "ai_controlled" to units/structures that need to be under ai control by default. Now I'm also curious about whether you can set a boolian flag to false in a unit to override the default. On 8/28/13, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote: > I was thinking that perhaps you could put in a command, such as ctrl > shift-A, into the map editor, that could toggle the AI status on > units. It could toggle from "this unit starts out AI cotrolled" to > "this unit starts out without AI control", and this way you wouldn't > have to go into the map pack by hand and find the line containing the > unit you want to keep unfettered and disable it. Come to think of > that, you can't really disable a boolean flag if it's set In the > default unit flags file. Maybe you can add =false to the flag to turn it off? I've never really tried. > In other things, we need a step_effects flag for terrains and effects. > I'm making my capture the flag map and I put in a feature called the > tripwire which, if stepped upon, immediately stops the unit on it from > moving. I made it a tile effect and gave it the no_movement flag so > there is no way to get the unit off the tile once it's stepped on to > it, as wel as no way to reuse it because the tripped unit iss just > stuck there. This does present some problems though. The AI, for one, > tries to move past the tripwire and it says there's a bug in the AI if > a unit steps on it and still has movement points left, because the > effect stops the unit from moving. I also can't use the announce flag > to say that the unit triggered the tripwire, so unles you are looking > out for them, you'll never know your unit was hobbled. I also plan to > make a spike terrain that deals damage and also causes bleeding, but without the step_effects flag I can't really make the bleding work. > Also, I asked for this a while back, but I'd love an > ai_empty_tile_curse option. Currently, the AI doesn't know weree to > place traps. It would be nice to just tell the AI to choose a random > square in range and place it there. It's better than nothing, at any > rate. The AI_summon flag does a similar thing, but since the trap > placement only changes the terrain or adds effects to it, the AI uses it on the same square over and over again. > Sadly, the lac of these flags has slowed me down a bit for some > unexplained reason. I focus on them even when I realize there's > nothing to be done about them, and it stops me from working as > effectively on the other stuff that I can' actually control. > Also, converting all 60 or whatever units of tomb robber into the new > unit format is going to kill me. Maybe you could keep parser versions > below 10 for simple maps that still use the old syntax and keep parser > vversion 10 optional for the new/more advanced stuff? Besides > scripting flags,map creators who used the older stuff would be > conceding their use of the newest features you would be putting in, > but, usually I don't really overhaul my maps to take advantage of the > latest features, so that's not really a problem with me And we'd all > use the new syntax for any new stuff we create so it can take > advantage of those features. I say this on behalf of creators like > Allan Thompson, whose warlords pack has over 170 unitss and structures > to convert to the new system. And I haven't found a global find and > replacer so I'll be doing tomb robber by hand for sure when I'm warned of the eminent disappearance of parser version 2, unless some other development comes up.