[ian-reeds-games] Re: Taxi!

  • From: Zak Claassen <zak.claassen@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 6 Apr 2013 08:21:23 +0200

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
>
>
>

Other related posts: