[ian-reeds-games] Re: Taxi!

  • From: Zak Claassen <zak.claassen@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 8 Apr 2013 18:22:33 +0200

I was thinking of something like upgrading a transport so it can hold
more units.  And thanks for checking it.

On 4/8/13, Richard Claridge <richard.claridge68@xxxxxxxxxxxxxx> wrote:
> Hi Zak.
> I can confirm that you can change the capacity by having 2 skills with
> different capacities and using 1 then the other.
> I don't know when something like this would be of use, but it is
> possible. It even works with units already loaded.
> Not sure what it does however if you fully load the transport and then
> use a skill to decrease the capacity. I'll try that now and let you
> know.
> OK I've now tried it the other way around. Interestingly it works in
> theory both ways.
> However if you do it while the transport is already loaded then you
> lose all the units inside before you use the second create transport
> skill.
> I have no idea where they go, but they certainly do.
> So I would say for all practical purposes although it is possible to
> change the capacity by having multiple create transport skills, that
> it isn't recommended as it only works when the transport is empty, and
> if not empty you lose the units within.
> Hope this helps.
> Richard
>
> On 4/8/13, Zak Claassen <zak.claassen@xxxxxxxxx> wrote:
>> Oh one more question, can you change the capacity by using
>> add_transport_capabilities on a transport that has already used it?
>>
>> On 4/7/13, Richard Claridge <richard.claridge68@xxxxxxxxxxxxxx> wrote:
>>> 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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