[ian-reeds-games] Re: Inheritence doesn't like me

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Tue, 24 Dec 2013 10:44:04 -0500

Just as a side note, Craig, I think someone mentioned this before…

But in testing the unloads_transport script flag, it does not seem to work. The 
 computer will say when you attempt it is “There is nothing to unload” or 
something similar.

 

al

 

From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
Sent: Tuesday, December 24, 2013 1:38 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Inheritence doesn't like me

 

Hi Al and other assorted interested people,

Yes, you can both replace existing values that are inherited from warrior, and 
add new things, such as skills. I think skills might be one of the only 
examples of that. Equipment, for example, it just makes a new set of 
equip_slots. So you would have to copy that from warrior if you wanted to add a 
new piece of equipment. And for your example, inheritence is great for modified 
versions of existing units, so it should suit your needs for different races!

Ok, here's the confusing thing. It works for me, sometimes. It changes from 
game to game. Sometimes, having a transform_message is enough to make it work, 
but not reliably. That by no means means I'm counting it as fixed, it isn't. I 
know what's upsetting it now, at least. Unfortunately, it also gets upset when 
it tries to change back, too.

Ian, do you have any idea why using the shared.ApplyEffect function would be 
upsetting the game so badly? It's when I'm calling it that the game crashes. If 
I comment it out, the transformation works fine, well, except that the 
transformed unit doesn't have the transformed effect. It also throws an 
exception when the effect fizzles (on the rare occasion it works). It's 
complaining that the collection was modified whilst it was doing an 
enumeration. 

I might take a look into this again after Christmas.  So in the mean time, 
Merry Christmas! Or as you guys say in the States, happy holidays!

Craig

On 23/12/2013 19:39, Allan Thompson wrote:

Hi Craig,

The example was interesting.

So if you make any changes in the new file for mounted warrior,  everything not 
only is transfored over, but you can add to what already exists, it won’t see 
it as a replacement? For example the charge skill that was added. That is 
pretty freakin cool! Lol. 

 

I might have confused you. I’m confused myself, lol.

So the transform_into script flag you made works for you on your computer? 

When I try to use it, it causes the game to crash, and sends me a message that 
the game has “stopped” and if I want to wait for it to see if it will start 
again…which it never does.

Currently on the weer warrior weer transform skill, it has the old script which 
transforms it.

Then in the effect that is made active the below changes the unit back when the 
duration fizzles.

 

after_applied=change_unit_type@ { NewType: "weer wolf" }

 

Come to think of it,  do I need to use transform_into script flag twice?? One 
in the skill and one in the effect like with the old ones I am talking about? 
Geez, I hope I explained that right. 

 

Anyway, thank you for showing me this example of inheritance. This would have 
been great for the dozen or so units of a single faction that all feature a 
racial bonus in some skill or area and I plan on keeping this in mind in future 
map packs! 

 

Thanks man,

al

 

 

 

 

From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
Sent: Monday, December 23, 2013 1:54 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Inheritence doesn't like me

 

Hi Al, 

I'm home from work now, so I can give you a sort of mini idea of how to do the 
inheritence. 

First off, you'd take a normal unit. These units are not going to be anything 
special, just for an example. In my example, I have here a warrior.

Unit
10 // parser version
|flags
description A skilled melee fighter with additional armor and health.
add_skills attack,defend,move,use_item,take_item,give_item,drop_item,equipment
team=1
attack_health_inflict=4
health_max=30
sound=warrior
equip_slots=body|armor
equip_type=warrior
|script_flags

I know, I've extended the getting started maps a little here. Now, say, we want 
to make a mounted warrior, who has a few more actions, a new attack and a 
different sound. We could copy+paste, which is what we all used to do and 
worked fine. Or we could just inherit from warrior, like this.

Unit
10 // parser version
|flags
inherits=warrior
description A mounted warrior who moves faster than a normal warrior. Can also 
perform the awesomeful charge attack
add_skills charge
actions_max=8
sound=mounted_warrior
|script_flags

This already works. Or at least it does for me. It won't work on structures yet 
though. Give it a go and see if it plays nice for you. I hope this helps 
explain what I'm on about.

As for the script, I believe you, I just didn't know it did before. I thought 
you bringing it to my attention when I released the new scripts was you telling 
me that they still weren't working. Do you know how whoever fixed it had it 
working when it did? I don't know much about how to replicate this problem, at 
least now. Whenever I do transforms in effects, they come off fine. If it's 
still up there, I guess I'll take a look at the bundle you put together for Ian 
for when he gets around to looking at it. 

Hope all's well,

Craig

On 23/12/2013 08:02, Allan Thompson wrote:

Hi Craig,

I appreciate that about the inheritance stuff and  I am looking forward to your 
new map pack!

 

Honestly, I wouldn’t have asked if  it didn’t work. Ironically, 

Another fellow on the list actually got the old one working, causeing units to 
transform automatically back after the duration ended.  Oddly enough, because 
he got it working I am now in this dilemma, lol. 

Originally I had these units being forced to change thru a negative backlash if 
the player did not change back. I guess in the end maybe I should reconsider 
going back to something like that in order to get the new script flags into the 
map pack, because I very much prefer those, in addition if I understand them 
right, I will now be able to implement a unit  team toggle which is so much 
eaiser then the way I got it. In addition I want to implement the new stuff 
into my older map packs etc. 

So if it isn’t feasible, then so be it. I just appreciate the work you put  
into them!

 

al 

From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
Sent: Monday, December 23, 2013 2:21 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Inheritence doesn't like me

 

 

Hi al, 







The inheritance stuff isn't documented, you're right. I got it from one of the 
update notices emails. In it I think Ian said he hadn't got around to 
documenting this stuff yet. I think it was dev 28 or somewhere around that 
mark. Sorry, I dunno if that's accurate. I'm writing this on my phone, so I 
won't attempt to give my own version of documentation here, but I can try and 
do it later. And it might not be in my command and conquer maps, since I can't 
get it going for structures and they're the most obvious candidates for 
inheritance. I'm starting on a new, not so serious map pack and I've used it 
there. I'm not very far with it yet, but hopefully to get the first map fully 
done it won't take me too long. 







As for the scripts situation, if you mean the game crashing when certain units 
transform, I don't think it worked in the old version either, since I remember 
the weer warrior in particular wouldn't work and that was definitely using the 
old version of my scripts. I'm not sure downgrading would solve this. I'm not 
sure how well the old and new scripts would play together. I'm not sure whether 
to put the time in to make a working old version if it won't actually resolve 
your problem though. 







I hope this makes sense. 







Craig 

 

 

Other related posts: