[ian-reeds-games] Re: hey again,

  • From: michael Tholl <mrtholl@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 14 Dec 2013 17:30:50 -0500

On 12/14/13, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote:
> 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
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>
>>
>
>

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