[ian-reeds-games] Re: CraigBrett's stacking script

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 01 Mar 2015 20:25:07 +0000

They practically are, yeah. But the tiles store unit sand structures separately, that's how you can have different amounts of units and structures on tiles. In the same way, my script goes through all the units on the tile. I didn't foresee people wanting to form their structures into squads really, so I thought that would be sufficient.


You can tweak how many of each type can be on a tile, so you can adjust that to your needs. Transportation should be allowed for structures, yeah. It doesn't use that particular tile.Units logic that stacking does. Same for team_toggling. Or probably anything else. It's just a querk of the stacking script, since it uses tile.Units.

A merge type script should be doable, yeah. Looks reasonable to do.

Yep, that's because the unit dies twice, it triggers its after_death twice, making a kind of clone. Not fun if it's working against you! I fixed that bug months ago and it should come out in the next release. Keep patient, it will be with us imminently as well as the other bits we've been working on.

On 01/03/2015 20:06, Monkey wrote:
I thought that units and structures were supposed to be pretty much
the same thing. Derp.

I think that I used to have them as units, actually. I mainly started
using structures after I found that we could have more than one
structure on a tile but still have only one unit on it.
It's not a big deal though. I did find that the transport_capacity
works for structures too, not sure if it was designed that way but I'm
saying that it is useful so that I can have siege towers that carry
multiple units to the walls. Are the team toggle flags intended to be
used on structures too?

I had a thought for stacking, since we're talking about it, although
the better word for this would be merging. How hard would it be to
make a script that would merge two or more units into one? I'm
thinking something like
merge dwarf|bear=bear_rider,orc_warrior|warg=warg_rider
Or something along those lines.

And this is related to your death_transformation and
critical_hit_effect flags. I remember you saying that you either fixed
or were going to fix the critical_hit_effect so that if we had the
effect death it wouldn't kill the unit twice. Well, I found that if
you use a skill with critical_hit_effect death on a unit that has a
death transformation, the unit potentially dies twice and then there
are two of the newly transformed units on one tile. For example, a
warg rider dies twice and then there are two orcs on the tile. I found
it to be incredibly amusing, and I freely admit that I was abusing the
glitch to give myself more opponents, but I figured I'd throw it out
there just so you are aware of that.

On 3/1/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
That'd be why. Both why I couldn't find it and why it isn't working. I
hadn't anticipated that people would want to form squads of structures.

Getting it to work so you can form squads of structures will take more
work and I'm not sure anything I do will necessarily be pretty. Would
catapults be better as units?

On 01/03/2015 17:42, Monkey wrote:
The catapult is in the structures folder, could that be why?

On 3/1/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
I tried getting your map pack and have got it. This version doesn't seem
to have catapult units in though, in either the map or the map pack's
units. It does have the skill, though.

On 01/03/2015 11:01, Craig Brett (Redacted sender craigbrett17@xxxxxxx
for DMARC) wrote:
JJarek,

He's sending me that map pack so it can help me fix a problem, it's
not a released map pack. Just so you're aware.

Craig


On 28/02/2015 23:17, Monkey wrote:
Um... It should be downloadable...
https://www.sendspace.com/file/oqaw0u

On 2/28/15, Jaromír Psánský <jaromir.psansky@xxxxxxxxx> wrote:
Hi Monkey.
Can you send this link repeat?  I am not able to download.
Thank you
Jarek from Czech republic.

----- Original Message -----
From: "Monkey" <murtagh69.monkeys@xxxxxxxxx>
To: <ian-reeds-games@xxxxxxxxxxxxx>
Sent: Saturday, February 28, 2015 11:26 PM
Subject: [ian-reeds-games] Re: CraigBrett's stacking script


https://www.sendspace.com/file/oqaw0u
There's a test pack, since mine is too large to upload to
Sendspace...
Catapults are in the second map, with the zombies.

On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
As for your stacking problem, if you like, you can send me your
map pack
(or sample of it) with the units and skills that you want stacking
working with and I can see if I can figure out why not. As at the
minute
I'm coming up blank.

On 28/02/2015 20:02, Monkey wrote:
I know.

Damn. I was getting excited for the potential here.
Thank you, though!

On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Well it might. So was worth a try.

I'm afraid I have no idea. The skill, apart from it targeting the
wrong
thing, looks like it should work.

On 28/02/2015 18:01, Monkey wrote:
The catapult uses it. I'm not sure if that would make a
difference
though, since I just tried modifying the skill so I can use it
on the
unit beside it (there were three catapults on the tile on which
the
affected catapult was sitting).

On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Well I know it definitely won't work if the target is a tile.
How
strange that that didn't fix it.

Is it a catapult that uses that skill? Or a commander type
unit?

On 28/02/2015 14:25, Monkey wrote:
Just tried that suggestion, and the one in your previous
message...I'm
still getting the same error message.

On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Aha, nevermind, ignore that last suggestion, I think I know
what
it
is.

The target of the skill needs to be one of the units that's
going
to
be
in the stack, rather than the tile that they're on. Try
replacing
the
line setting the target to tile with self. That should do it.

Craig

On 28/02/2015 11:42, Craig Brett (Redacted sender
craigbrett17@xxxxxxx
for DMARC) wrote:
Well, it looks fine to me, nothing's jumping out at me as
being
off.

It checks for the units having the same identical
indexedName.
Hmmm.
I
wonder if it's a casing thing? I'd be surprised though.

Could you try giving your catapult file either all
lowercase or a
capital first letter? Whichever it doesn't currently have.
It's a
long
shot but worth a try.

Craig

On 24/02/2015 21:08, Monkey wrote:
Hello,
I recently attempted to make a stacking skill, to combine
three
catapults into a great catapult. The skill looks like this:

skill
10
|flags
description Combines three catapults into a great catapult.
Costs
6
AP's. Key is c.
tile
range=0
AP's_cost=6
sound=great_catapult_cursor
key=c
|script_flags
stack_into great catapult
stack_number 3


However, when I have three catapults on a tile and try the
skill,
it
tells me "Not enough units of this type on this tile to use
a
stacking
skill".
So I tried reducing the amount to two, and still the same
message...
It works if I reduce the stacking number to 1, but then
it's
technically not a stack.
Am I doing something wrong here, or is this a bug with the
stacking
script?

--
-Mew
__________
http://www.savethefrogs.com/








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