If you want it set up then send me your pack and I'll do it. Eh, you shouldn't need a cursor sound along with a death sound. I've had units with only one of the two and the sound played. *shrug* Try converting to mp3, maybe? To 128 kb/s. That should work. If you want your enemy to get onto a tile and therefore you'll lose because of that...then no, I do not believe that is possible. The escape= flag is only specified for victory conditions, unfortunately. On 3/17/15, garrett knight <wolfofthewind48@xxxxxxxxx> wrote: > Yeah, that is quite odd. I did end up removing the skill though, because > i kind of want it to not even work if you don't have a shield of some > sort equipped, and that other way of setting it up was a little to, well > yeah, it's not that worth it. I can just put another skill in it's > place. And as for the death sound, The file I used was a .ogg file that > I converted to a .wav file in Goldwave. Maybe it needs a curser sound as > well as a death sound or something? Another question, in 1 of my maps, I > want the defeat conditions to be for an ai controled unit to reach a > serten tile. So kind of like the escorting the princess map in the > getting started maps folder, but you have to kill the ai unit in > question before it reaches the escape zone. Is this possible and if I do > it will the ai know that it has to get the particular unit to the > particular tile? Again, thank you everyone for your help. > > On 3/17/2015 2:57 AM, Carlos Macintosh wrote: >> In your hsield bash skill you have health_inflict=0 >> unfortunately this doesn't work. YOu hvae to amke it at least 1. Then >> your hsield will actually mod the health inflict. I'm not sure why >> this is.units against it or something >> >> On 3/16/2015 11:56 PM, garret knight 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/ >>>>>>> >>>>> >>>>> >>>> >>> >>> >>> >>> >> >> > > > -- -Mew __________ http://www.savethefrogs.com/