[ian-reeds-games] Re: looking for some help

  • From: garrett knight <wolfofthewind48@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 16 Mar 2015 21:49:52 -0700

woah, yeah I think i'm all good with that at the moment. Thank you though. Sorry I keep having so meny questions, but i'm trying to get sounds to play when some units die, and i've tried a few different things. But the death sounds for the particular unit aren't playing when the particular unit dies. I know you have to spesify the file in question with something like, grunt_death right? The units in question do not have sounds for when you curser over them yet


On 3/16/2015 9:23 PM, Monkey wrote:
There is a way to set that, although it's a bit of a pain at the moment.
Give the skill a particular point, and set it to...whatever. For this
example, we'll use bash as the point in question. So in the skill, say
your point is set to bash_cost=1. You'll need to create an effect that
has a duration of 0, and has bash_restore=1 in it. Use that effectwith
the tag self_effects=effectName in the shield bash skill.
Now, give the unit who has the skill that bash point, and have the
point set to 0. Example: "bash_max=0".
Then go to the item file and put this under the |script_flags section:
equip_max_mod bash|1
Now, just ensure that the shield is 'NOT' equipped by default and you
should be able to use the skill only when the shield is equipped.

On 3/16/15, garret knight <wolfofthewind48@xxxxxxxxx> wrote:
Did, still a no go. Sighs. Oh well. It looks like I might have to just
scrap that skill for now. Maybe if there's ever a way to keep people
from using a skill unless they have a sertent item equipped i can put it
back in. Again, thanks all for your help. The ai is doing what it should
again and everything else is working.

On 3/16/2015 7:34 PM, Monkey wrote:
Not sure if it'll help, but add an equip_type= flag to your shield, as
well as to the unit that bears it. Make sure the text after the = is
the same in both instances.

On 3/16/15, garret knight <wolfofthewind48@xxxxxxxxx> wrote:
Yep, that's all done, and after putting the wait flag for the ai, things
acted normaly. But there's still the question of why the shield bash
skill isn't working like I intended. Here's the meet of the shield bash
skill

Skill
10
|flags
description an attack that drives your shield at a foe. You must, of
course, be wielding a shield for this to work.
enemy
ai_attack
actions_cost=1
energy_cost=15
health_inflict=0
sound=bash
range=1

Now here is the meet of the shield item that my hero starts out with.
The intent of this is to make it so the skill only does damage when you
have a shield equipped

Item
10
|flags
description surrithia's childhood shield. Rather splintered, but still
usable.
equip_slots=left_hand
health_protect=3|normal,2|demonic
shield_bash_health_inflict_mod=30

On 3/15/2015 5:54 PM, Monkey wrote:
Also, did you use the enemy flag in the skills in question?

On 3/15/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
The ai_wait flag goes in the unit files. You can set it in the default
one, if you'd rather do that.

Sight range is set, kay. Did you also set the range for each skill,
like Carlos suggested?

On 3/15/15, Garrett <wolfofthewind48@xxxxxxxxx> wrote:
Another question I forgot to put in the last message, where do you
set
that
flag? The ai wait one.

Sent from my iPhone

On Mar 15, 2015, at 7:19 PM, Carlos Macintosh <sleepio1@xxxxxxxxxxx>
wrote:

Are you using fog of war flags, use unseen/unexplored If so, you
need
to
make sure all units have a sight range flag set. Put it in default
unit
flags to make it easier.
All skills need to have a range. The default range is 0.
If you use fog of war flags you should make sure you enable
ai_wait_until_enemy_in_sight in order to minimize lag on large maps.

On 3/15/2015 4:59 PM, garret knight wrote:
yep, the ai_attack flag is present in the skills in question. The
thing
is though that the units aren't even moving. They just stand there
and
look pritty. The units that i'm trying to use the shield bash skill
don't
have any protection flags. This is strange.

On 3/15/2015 1:50 PM, Monkey wrote:
The massive lag is something that is a side effect of large maps.
I
don't think the terrain has anything to do with it, seeing as I
removed the terrain from one of my maps just to see if there was a
difference and there wasn't.
It seems to be mainly map size and the amount of units on it...at
least, that's my guess.

The enemies aren't attacking? Hmm...try adding the ai_attack flag
to
the attacking skills, if you haven't already and see if that
works.

The unit you're using the shield skill on. Does it have a
health_protect flag? Because if so, it's possible that the number
there is too high and therefore the shield won't damage it because
of
that.

On 3/15/15, garrett knight <wolfofthewind48@xxxxxxxxx> wrote:
hay all
I have a few questions that i'm hoping that I can get some
answers
to.
First off, in 1 of my maps, I have the hole map set up as a maze.
For
what ever reason, when the player turn ends, there's this massive
lag
spike before the battle log is displayed, and at witch time,
nothing
happens. The maze has quite a few twists and turns, and i'm
wondering
if
it might be just that the map is to complex for the computer?
There
are
a few places where you have to use a leap skill to get over
terrain
that
will pritty much mop the floor with you as soon as you step on
it.
Even
when the player unit stands right in front of an enimy, they will
not
attack, even though the skills, teams, and other stuff is set up
right.
Second, I have a shield bash skill, that does 0 damage. But I
have
a
flag on the shield in particular that the player uses that mods
the
health inflict number to something like 30, but when using the
shield,
it still does 0 damage even when you equip the shield. Any help
on
these
issues would be greatly appreciated. Also i would like to thank
everyone
who has been helping me along so far.
--
-Mew
__________
http://www.savethefrogs.com/







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