This is great! Sorry I wasn't corret about the chance for the charm to work. I don't know why I thought it was working. I blame canada! Anyway, I want to use this charm ability in a map pack I am working on. essentially, a fae like creature in a room will randly try to charm players that walk thru the room, like 15 percent chance. When it does work, I ant them to change teams. I was hoping some duration could eventually be figured out for it, but this is going to be perfect. Thanks man! I will check out the star wars map right about now... al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Craig Brett To: ian-reeds-games@xxxxxxxxxxxxx Sent: Monday, February 11, 2013 5:40 PM Subject: [ian-reeds-games] Charm/Whatever we're calling it script and SW maps update Hi All, Allan, I tested it and it was as I suspected, it was ignoring whether the attack was successful or not. This may occasionally be what you want, so I’m putting the control in your (that’s to say all of your) hands. I’ve updated my scripts file to add in a couple of new optional arguments. If left as their default, things should work like before. But you can now specify a chance for the charming/team_toggling/capturing to work, as well as an OnlyOnSuccess true/false flag, which, as you can guess, means toggling only happens when the skill is successful. If anyone wants to have a play with the new and improved versions, it’s in the same place as before and the link is: http://dl.dropbox.com/u/5405418/Craig%20Brett.zip I have updated my documentation as well, and that is here: https://dl.dropbox.com/u/5405418/Craig%20Brett%20docs.zip Let me know if things aren’t quite working as expected. I’ve given it some testing, but there’s no testing like public testing. Also, I’ve updated the Star Wars maps, I’ve now got the second part of the Luke/Han/Chwbacca chapter put in. I’m realising I need to buff Han up a bit as he keeps dying, but yeah. Let me know what you guys think. Ian, I like some of your ideas. A quick question regarding keeping a hash of controllers to controllees, if it’s stored in the global object, is it a new global object each time the map starts/restarts, or does it persist? I’m guessing the former but I could see uses for the latter as well so I’m not sure which you opted for. An in-game map pack downloader would be pretty neat, too, especially if it handled unzipping to the right place for you. Just fire and forget until it’s done. As for allowing us to make clones of objects, I like it. We’d need a way to kill off the original but in a way so it doesn’t look like the unit died normally. Yeah, I had ideas for how to adjust the relevant points of the newly created unit, too. Something tells me I’ve taken a big bite at this, but it will hopefully be pretty useful to people if we can pull it off between us. Glad to see you’ve got 1.12 done and dusted, this engine is getting better and better each week. Have we ever had one of those audiogames.net frontpage stories though? If we have, I’ve missed it. I know loads of not-so-interesting little games get limelight there, so wondered if we have or are planning to later on. Hope all are well, happy and healthy. Craig