hey lol, the previous message failed sorry. i figured out the problem, and now run in to another. the script fo unloading units from a transport is not working. if you get it updated let me know, finaly got my units to be able to buy a ticket use it on a horse drawn wagon and roll around in it, just cant get them out. austen On 12/14/13, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote: > On 12/14/13, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote: >> hey all. >> i've been working on shadows abound as the amo point in my operation >> blackweb is currently completely not workin. >> i've come up with something, i thought would work, butt currently >> doesn't. >> i wanted to make a way, a unit could board or enter another unit, >> without using a skill. >> i came up with a ticket item. >> the ticket items idea, is that when used on the right unit, would >> board the unit using it on to that unit. >> the problem is, that for some reason it doesn't work. >> i'm not sure if this is do to it being an item, or the actual script >> itself. >> i don't get an error message though, it just says the unit uses it on >> another, no loading etc... >> i would like to possibley get this to work though, so any help i realy >> apriciate. >> the following is the complete text for the ticket item. >> Item >> 10 // parser version >> |flags >> description a small piece of paper, allowing one to board a ransport >> vehicle taking the form of money. >> useable_once >> not_useable_on=archer,balrog,catapolt,child,demolition_mage,demon,dire_wolf,dragon,dwarf,dwarven_warrior,elf_mage,elf_ranger,elf,faerie,fire_demon,flying_monkey,forester,gargoil,ghost,ghoul,gnome,goblin,guard,guardian,human,imp,lord,mage_decoy,mage,monk,necromancer,ogre,orc,owl,poison_ivy,prince,shadow_assassin,skeleton,soldier,thief,troll,witch,wizard,wraith,zombie,a_hat_merchant,a_small_cabbin_in_the_woods,a_small_log_building,battle_ship,blacksmith,cabinet,desk,door,enchanted_door,gate,jeweler,merchant,potions_r_us,rock_slide,shady_merchant,silvren's_custom_bows,steel_door,temple,treasure_chest,vain's_warrior_lodge >> sound=ticket >> after_perform=load_unit_into_transport@ {Message: "{0} has boarded {1}" } >> |script_flags >> >> thanks in advance for any help or advice. >> >> austen >> >> On 12/7/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote: >>> Hi Allan, >>> >>> You did keep it reasonably simple, smile. >>> My first priority when I get back to TB is to fix the remaining bugs. >>> But I'll consider adding this feature at the same time. >>> >>> This particular feature could also be added as a script flag by Craig. >>> So you might consider beseeching him for his amazing scripting skills, >>> smile. >>> >>> Ian Reed >>> >>> >>> On 12/7/2013 7:26 AM, Allan Thompson wrote: >>>> Hi Ian, >>>> I was hoping to ask for something simple. >>>> Is it possible to add in a flag in effects so that a sound plays when >>>> it's >>>> duration expires? >>>> >>>> An example is in age of warlords. A weer warrior transformed into a >>>> weer >>>> wolf has about four rounds before the effect is activated due to the >>>> zeroing of a certain point. >>>> Right now, it simply changes back. I would like it to make some kind of >>>> sound so that the player has an audible clue that this happened. >>>> I am not sure what it would be called. Maybe "activate_effect_sound" or >>>> "end_of_duration_sound" >>>> ". I am not sure when it would play actually. Either when the effect >>>> takes >>>> effect, or it's duration runs out, especially for duration=0 effects. >>>> Hopefully I made some kind of sense on this request, grin. >>>> >>>> al >>>> >>>> >>>> >>>> >>>> The truth will make you free" >>>> Jesus Christ of Nazareth 33AD >>>> >>>> >>>> >>>> >>> >>> >>> >> >