[ian-reeds-games] Re: Taxi!

  • From: Richard Claridge <richard.claridge68@xxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 7 Apr 2013 20:39:09 +0100

Hi Craig and all.
I can confirm that it doesn't work as a passive skill. But you do only
have to perform the skill once and then it will let you load and
unload units as many times as you want.
Thanks Craig for the confirmation about the capital C, I didn't even
know that would make a difference so I'll change it now and give it a
test.
The issue I mentioned must have something to do with the memory of the
transport unitor something, its not remembering that its unloaded or
something. I don't understand how these things work so can't be sure.
Probably not helped by me not having a maximum capacity working
properly as it was happy to keep filling and filling.
Thanks again for this and your other scripts, they are very useful and
I look forward to this one working properly as I have lots of ideas
for it.
Thanks
Richard

On 4/7/13, Craig Brett <craigbrett17@xxxxxxx> wrote:
> Hi all,
>
> Allan, I've not tried it as a passive skill. But I suspect not. I'm not
> sure when passive skill type things kick in. I might try adding a sound
> to one and finding out, though.
>
> Zak, when your transport is destroyed, your units disappear. I don't
> automagically trigger death on them though (if I even can). But for
> practical intents, they're gone. I haven't implemented this yet, but it
> wouldn't take much to make the unload script work on a unit's
> after_death event to make the units evacuate the destroyed transport.
> That comes with its own issues though. If you've got a transport full
> of land vehicles that's destroyed at sea, for example.
>
> Richard, regarding capacity, it's an uppercase C. The rest of that
> looks fine. I'll let you know about the example, I never tested
> multiple transports, but I'll give it a go. It could be something
> relating to the unit ID's and stuff. I thought I was clearing out my
> transports properly when I unloaded, but apparently not. Again, I'll
> take a look soon.
>
> Thanks for keeping an eye out for these issues and giving me useful
> info so I can hopefully fix them soon. I'll hopefully have a fix for
> some of these issues soon.
>
> Take care,
>
> Craig
>
>
>
>

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