Hi Abi. I've just tried to use your randomise units script but with no luck. I'm sure its me doing something wrong but I thought I'd check with you. I've copied your script into a folder named after you in the TB scripts folder. I've then created the appropriate skill and put the following into it. after_perform=randomise_unit_positions@ { startunit: "troop_transport", minunit: 1, maxunit: 2, unit: "commando", rangex: 2, rangey: 2, } When my unit uses the script I get the following error and nothing happens. Error in script. Calling Context: randomise_unit_positions Filename: random unit positions.js Line: 43 Column: 11, 12 Input string was not in a correct format. Noesis.Javascript.JavascriptException: Input string was not in a correct format. ---> System.FormatException: Input string was not in a correct format. at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal) at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info) at System.Int32.Parse(String s) at Game.CalculatedInt.ParseWithoutErrorChecking(String s) in C:\Data\Recent\TacticalRPG\TacticalRPG\CustomPoint.cs:line 490 at Game.SharedStateBase.Calculate(String s) in C:\Data\Recent\TacticalRPG\TacticalRPG\SharedState.cs:line 124 --- End of inner exception stack trace --- at Noesis.Javascript.JavascriptContext.Run(String iScript, String iScriptResourceName) at Game.JS.Run(String script, String callingContext) in C:\Data\Recent\TacticalRPG\TacticalRPG\JS.cs:line 106 Any ideas about this? Thanks Richard On 8/24/13, abigail prescott <abigail.prescott@xxxxxxxxxxx> wrote: > That's fine, sometimes I forget that just because I know something it > doesn't mean everyone else will get it. > > In the data for tb folder, there is a scripts folder. Make a new folder in > that folder and put the randomise_unit_positions file into it. Then it > depends on whether you want to have a skill randomise the map, or just make > > it happen when the player hits a key, (though I don't recomend that, as they > > could do it at any point of the game and I can't think of many situations > where you would want that option to be available). Unfortunately, if there > is a way to just make it happen as soon as the map was created, I don't know > > it. > > To make a skill that will randomly place units, make the skill file as usual > > and then add this line at the bottom: > after_perform=randomise_unit_positions@ { } > > Then you put the parameters in the braces like this: > after_perform=randomise_unit_positions@ { unit: "type of unit" } > > Does that make sense? > > Abi > > > -----Original Message----- > From: Richard Claridge > Sent: Saturday, August 24, 2013 1:50 PM > To: ian-reeds-games@xxxxxxxxxxxxx > Subject: [ian-reeds-games] Re: Plans for the coming school year! > > Hi Abi. > I sort of understand this but not totally. Sorry :). > What file does this randomise_unit_positions bit go in? Is it in the > map file or what? > Also do I follow the randomise_unit_positions with a : and then put > the various other bits inside { }? > Sorry for not being totally sure, I think this will make loads of map > packs really interesting if it works. And I look forward to using it > in my stuff. > Thanks > Richard > > On 8/23/13, abigail prescott <abigail.prescott@xxxxxxxxxxx> wrote: >> Here’s the link to a randomising function I wrote. All you have to do is >> make a new folder in the scripts folder and put this file in. Then you >> can >> use the randomise_unit_positions function in whatever event you want. >> >> The things you can set in the event are: >> >> starttilex and starttiley: for when you want to set the area starting from >> >> a >> certain tile. As tiles actually start at 0:0, not 1:1, you should subtract >> >> 1 >> from both numbers. >> startunit: For when you want to set the area around a certain unit, like >> the >> flag. Just write the name of the unit file in quotes. >> minunit and maxunit: the minimum number of units you want to spawn in >> this >> area and the maximum. A random number will be chosen ranging between >> these >> numbers. >> unit: the unit that you want to be generated in the area. Like the >> startunit >> value, just write the name of the unit file in quotes. >> rangex and rangey: the number of tiles you want the area to extend to, >> starting at the starting tile or startunit. >> >> I think that’s all of them. Don’t set the starttile values in the same >> event, the script just finds the first unit of the specified type if you >> set >> a startunit. I don’t know if this will cause problems, but I’m guessing >> you >> would only want the units to spawn around one unit and you would only >> have >> one flag. If you don’t set any starttile values or a startunit, then the >> unit will be randomly placed around the whole map. If anyone wants to use >> >> it >> to randomly place units around all the units of a specific type (e.g >> around >> every city on the map) instead of just the first one, then just find the >> break; line in the function and delete it. I think that’ll do it. >> >> https://dl.dropboxusercontent.com/u/94819755/randomise_unit_positions.txt >> >> >> >> >> >> From: abigail prescott >> Sent: Thursday, August 22, 2013 11:25 PM >> To: ian-reeds-games@xxxxxxxxxxxxx >> Subject: [ian-reeds-games] Re: Plans for the coming school year! >> >> Yes, but they don’t need to be specified by the player. They could be set >> through the event or the script. Event might be better, because then >> other >> people who might want randomised maps can use it too. Technically, if a >> player did want to change the boundaries and they were set in the event, >> they could just edit the file with the event, but it’s still not the same >> >> as >> offering them the opportunity to restrict the enemy to a certain area >> where >> it’ll be easier to predict where they’ll be. Maybe it could work out a >> certain fraction of the map, that way the area would expand to fit the >> size >> of the map, and players would have to know how to script to change it. My >> idea was that you would set the starting point at the flag (because it >> makes >> sense for the units to spawn around the thing they’re protecting) and >> then >> four random numbers would be generated with set boundaries of highest and >> lowest possible numbers. These numbers would be the range of the area to >> the >> right, the range to the left, the range upwards and the range downwards. >> The >> problem is getting units to spawn, though I think if there was only a few >> types, you could set that in the event. >> >> Sorry if that doesn’t make much sense, but I’m writing things as I think >> of >> them and I really should get some sleep. Tomorrow I’ll think about it >> more >> and it’ll make more sense then. >> >> Abi >> >> From: Carlos Macintosh >> Sent: Thursday, August 22, 2013 11:06 PM >> To: ian-reeds-games@xxxxxxxxxxxxx >> Subject: [ian-reeds-games] Re: Plans for the coming school year! >> >> I need to define boundaries though. I couldn’t just hav the units all >> over >> the place. > > >