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

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 15 Dec 2013 11:32:37 -0600

hey again,
hehe nope.
its trying to unload the units on an empty walkable terrain.
maybe because the unit emptyin the units cant go on the tile next to
it that is not in it's terrain list, idk.
was hoping you'd fixed it in this script update, dk guess i'll see
when i take a look.


austen

On 12/15/13, Craig Brett <craigbrett17@xxxxxxx> wrote:
> I'd check the place where you're trying to unload your cargo. Can the
> cargo go there?
>
> The script will check on the tile of the transport and all around to see
> if there's room for the units. If there's not, it won't unload, since
> you can't put something where there's no space.
>
> Craig
>
> On 14/12/2013 22:32, michael Tholl wrote:
>> I think it's catching. ack!
>> Not that I could've helped, but I ran into this several dev versions
>> ago on something. oddly, it was only in one spot, seemed to work fine
>> in other parts of that map.
>> My only suggestion, and it's a flimsy one is to check the transport
>> for missing flags that would allow the units to get off.
>>
>>
>> On 12/14/13, michael Tholl <mrtholl@xxxxxxxxx> wrote:
>>> 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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