[ian-reeds-games] Re: Script updates: GET OVER HERE!

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 14 Apr 2013 13:15:05 -0400

Oh man, is it Christmas already? 
I didn't know santa claus was such a programming genius! 
Thanks Craig, this is going to be great!
al


"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Craig Brett 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Sunday, April 14, 2013 10:35 AM
  Subject: [ian-reeds-games] Script updates: GET OVER HERE!


  *clears throat* sorry about that.

  I've released an update to the scripts. You can get them from the usual 
  place, from Ian's map packs page: 
  http://www.blindaudiogames.com/home/mappacks

  Now, what's in these here scripts that would cause such a Scorpion like 
  outburst? Well, it's an implementation of moving other units! This 
  script allows you to move targets either towards or away from a skill 
  user. So, whether you've got black holes sucking in ships or shotguns 
  throwing people back through the air, this should add a new dimention 
  to it all. Not to mention strategy, if you have damaging tiles about.

  This feature is new, so there might be the odd issue. Please let me 
  know if you find any and give me whatever details you can so I can fix 
  them.

  But wait, wait... there's more! Well, Mostly fixes actually.
  * I've added an announce_transport_capacity function that can be bound 
  to a shortcut key that will announce the unit's current and maximum 
  capacity in a format of your choice.
  * I'm now using Ian's GetName function for units when you use the 
  message argument, so now it will stop automatically using good and evil 
  and actually use the real team name.
  * There is now a KeepPoints argument for transforming and reverting 
  units, so you can choose whether to keep the points of the old unit or 
  start with a fresh set, it's false by default so it shouldn't effect 
  existing uses.
  * I've also fixed the message {0} parameter when using change_unit_type 
  on after_death.

  I think that's all. I hope you like the new and improved scripts!

  Craig
  Very part time Scorpion impressionist


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