Wow, this is awesome! Don't have time to test it unfortunately, but this is going to be very useful. I've got a question: if the transport gets destroyed, what happens to the loaded units? And if the transport uses the transform script, what will happen? Just curious. On 4/5/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote: > Hi Craig, > I was reading thru your new transport stuff int he doc, and I am wondering > something. > The first skill made a unit into a transport, right? Can that be made > passive? Or is that a skill you have to activate? I haven't had time to try > it yet, mostly because I am thinking of applications to the current project. > I can see starships useing this as a transporter, to pick up units like away > teams and cargo etc. > > I just want to say, that I use your scripts all the time. Thanks for making > them. I couldn't make most of my maps without useing at least one of your > scripts! > > al > > > > "The truth will set you free" > Jesus Christ of Nazareth 33A.D. > ----- Original Message ----- > From: Craig Brett > To: ian-reeds-games@xxxxxxxxxxxxx > Sent: Wednesday, April 03, 2013 6:43 PM > Subject: [ian-reeds-games] Taxi! > > > Greetings, passengers of life. > > I've finished an initial implementation of making transports! You can > get the scripts and their associated documentation from the bottom of > the map packs page: http://www.blindaudiogames.com/home/mappacks > > So here's a short version of how it works. I know, it's not ideal yet. > Firstly, you'll need to use a skill on your transport unit that calls > the add_transport_capabilities script. That's the not ideal bit. After > that, using a skill that calls the load_unit_into_transport script > targetting your transport will load your unit aboard. Your unit is then > inside. When you get to where you want to go, simply use the transport > to use a skill that calls the unload_all_transported_units script. Your > units will then exit the transport and if they can't stay on the tile > where your transport is, they will attempt to unload on the adjacent > tiles. If they can't fit there either, then they'll stay inside and > you'll be told there's not enough room. This uses Ian's CanHold > function, so it will respect your units_per_tile settings. Going by > Command & Conquer standards of 3 units to a tile, this allows you to > unload a maximum of 14 units at a time, depending on where and what > other units are around you. That should be enough to get you started. > > Ian, from looking at my experiences with this, it would be useful to > have a unit after_create event to latch onto that could trigger the > add_transport_capabilities script. Or is there a better way? Feel free > to have a poke around in the scripts if it helps you understand what > kind of things I'm trying to pull here. > > I've given it some testing but nothing too thorough, there may be the > odd hickup. If you guys find them, let me know! Same with suggestions, > if you can think of any improvements, send them over. > > I hope this helps and that you like it. Now where's that damn Infantry > Fighting Vehicle I was going to use as a taxi. > > Craig > > >