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

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 17 Mar 2015 23:07:11 -0600

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/

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