[ian-reeds-games] Re: I gotta go see a man about a script...

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 1 Aug 2015 07:14:45 -0400

That is a very good question. I am trying to think of a scenario that would
benefit from equipping and unequipping things that would need a descripter. I
am not really sure. What do you think?

Yeah, I imagine trying to make ai smart is something that even big companies
have trouble with. I was reading about starcraft in one article where some
units were notoriously awful at things, for example travelling routes that
don’t take them into minefields, or trying to figure out how to get around a
building without the player having to micro manage it,lol. This is by the same
people who brought world of Warcraft to such popularity. Considering Ian is
just one guy working for free, he did a pretty good job. With assistance from
you guys, then I can see real possibilities!

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Saturday, August 01, 2015 12:31 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Alright then, will add that to skills ... and I might as well add it
to useable items. What about equipment, do you need it for that too?

The AI's readiness can potentially be fixed though. (I say potentially
but I don't know, since I'm not a professional programmer.)


On 7/31/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:

Essentially that works, if I understand what you mean.
The descriptors are for things like cloak and shields...skills are needed to
uncloak or detect the cloak field. Shields would benefit from the effect
side of things as they get hit past their threshold.

I am in the middle ground when it comes to the computer using items. I think
it is good to have players only items, just because the ai is nit really
ready yet to handle some types of skills.
On the other hand, I could see ai being able to access items for specific
things like healing potions.

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, July 31, 2015 4:15 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Only problem with giving that to skills is that you'll also need a
remove additional descriptor flag, because using the aditional
descriptor flag with skills would permanently apply the descriptor to
the target unit.

Items are great for that, at least for now...I really hope that
eventually the AI will be able to use items too though. It would add a
whole new level of complexity, I think.

The only reason I got it working because I had a lot of help hahaha.
Thanks also goes to Craig and KeyWasFull for this one.



On 7/31/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi Monkey,
Wow, thanks for working on that!
I hate to say it, but I think at least skills should also be able to use
the
scriptitems would be nice too, if it isn’t a major headache. Items are
great
for keeping computer units from using certain abilities that the player
can
use.
Man, I am jazzed that you got that working!

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, July 31, 2015 1:46 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Allan,
I've finished this script for effects...finally. Figuring out how to
remove it after it was added was a royal pain in the dupa. So thanks
to those who gave me advice on that.
Do you need it for skills or items too, or are effects alone fine?
Personally I think effects alone would be best because when they
fizzle or are removed the descriptor is removed alongside.

On 7/2/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Well, it is much appreciated regardless. Not just you but everyone who
has
put out scripts...TB just keeps getting better and better!
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Wednesday, July 01, 2015 11:07 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

No problem, and no, you don't hahaha.

Yeah, I know what you mean. Craig gave me some advice, so I'm trying my
hand
at this...so far I haven't gotten it to work, but I'm not giving up yet.
I think this could be quite useful for others as well.

On 7/1/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Thanks! I definetly owe you one.

Yeah, I have a hard time trying to explain things.
What I was going for was something that would reveal a units status
while employing certain skills.

For instance, there is a number of units in starcraft that have things
like cloaking devices and use shields.
I was trying to use transform for all of that. The problem was that
transform tends to hiccup sometimes.
However the nice thing about transforming units when they turn on a
cloak or shield is at the transform unit would be called cloaked or
shielded.
This makes it really nice for a player. All they had to do was focus
on that unit and they new immediately what it's status was concerning
those special abilities.

With the add and remove skills flags, I can get a much Stabler use of
those powers, but at the expense of that simple and handy info. So
that's why I thought it would be nice to be able to put that kind of
status into a units name when he uses that particular skill or effect.
If there was already a name for that unit, then I can easily see a
word placed in front of it giving some kind of status to a player
about that unit. Of course it could be a totally different and better
thing to do something else, but that's what my nonprogramming brain
came
up with,lol.
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Wednesday, July 01, 2015 6:20 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Alright, we're discussing doing this through script. Hopefully one of
us can have it out in the next dev or two.

On 7/1/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
You can use friendly_name=unit-name (don't use underscores there
though, because sappy reads them out). But I don't think that's what
you meant...

If you mean have the game only add it in certain cases though, I
think that's what you're saying...I'm not sure. Remember, I'm a
beginner when it comes to this stuff hahaha. I'll give Craig a poke
about it and see what he thinks.

On 7/1/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
I guess this is mostly for monkey.

Is there a way to add a word to a units name. I'm not talking about
the filename, but the actual name of the unit.
For example I would like to put in a word like cloaked, shielded,
infected and things of that nature.

Basically I just want to add and remove these adjectives when a
skill or effect takes place, or even gets removed.
Maybe the name equals flag can be modified somehow?

Thanks for any thoughts on the matter, Al

"The truth will make you free"
Jesus Christ of Nazareth 33AD







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http://www.savethefrogs.com/






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__________
http://www.savethefrogs.com/






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