[ian-reeds-games] Re: Charm/Whatever we're calling it script and SW maps update

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 11 Feb 2013 22:20:40 -0500

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

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