Hadi, Sorry, I had some in laws over and we went out to eat, but the first thing I want to say is that everyone in the world was once a newbie, till they learned. They learned from others who were newbies at one time or another, so don't worry about asking questions. This list is exactly here for just taht reason, to share maps, to talk shop about TB and on making great fun maps that will hopefully make TB the powerhouse we all know it can become, grin. You are correct in that the transfer of a reload like point will leave the heavy machine gun structure loaded and armed for bear. Since the machine gun doesn't move, and you don't want the unit fireing it to move, try this. In the point folder, go to your kinetic point file. Int he flag line add the at_zero= flag. For this you are going to need an effect name. In this example I will call it solid. In the solid effect, you put in the duration= flag and a no_movement flag. What will happen ist aht the gunner will have a kinetic point in his flags, so when he uses the pull trigger,t he kinetic point is spent down to zero, cause it was only one point. This casts the effect on him of solid, which has him not able to move for however long you want, but it sounds like that character might want to move eventually...it is up to you how long. The gun will have the no_movement effect on it too, but it sounds like it isn't going to be moving anyway. Did that make sense? That should hopefully work. Ironically the point_current= flag was to work around a bug, but I find myself using that all the time, so it is one of thsoe little flags that was just one of those great stumbles of inspiration Ian had. Let me know if that works. I actually like this idea you cooked up, so I am really interested if that pans out. It would work as a great way to simulate artillery teams, forced to stand at their cannons, catapults, giant spitball shooters, lol. I recall you mentioned changing the name of the lead player unit. Were you thinking flashy names, street names, nicknames? Names are surprisingly important. A name can evoke a feeling about a unit just by the number of vowels in it, lol. I like to look at baby name sites, to look for interesting names for characters. It is really helpful when I need ethinic groups like chinese, or russian. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: hadi To: ian-reeds-games@xxxxxxxxxxxxx Sent: Saturday, December 22, 2012 5:06 PM Subject: [ian-reeds-games] Re: some newbie questions.... hello allen thanks for helping out this method sounds very good, it didn't come to my mind :) anyway, there is a small problem with this method though. imagine like this, the guy can reload the machinegun, then he can walk away, and then the player could fire the machinegun without the guy operating it. so he can just come and reload, then run away and let the structure to just fire. it won't be non-risky and the tactical point about it would be destroied. however, maybe the guy who reloads the gun should get an effect, like (operating_gun) which will stop him from moving for a duration, or something... maybe the machinegun should have an effect, which would let it to fire within a duration, so it would stop the player from reserving the fire for some other time when there is noone around the gun. what's your idea about this? i'm sorry bout asking these stuff. i'm afraid my (first) map is going to be a little complex one in my point of view (but boring to others? maybe?), but we should see. it may take a week or two, or less depending on my lazyness, but again i'm not sure that should i keep on making it on the original version or the dev versions. sorry if i sound very dum... it always happens when it goes toward programming and stuff~ i have a list and that list has 26 features in it which i should achieve on this system..... i will probably contact you allen off-list for other issues. ian, thanks for your quick and cool replies. i will probably share my map and sounds and such, but i was just wondering about the file lockdown thing. it sounds cool when your work goes upto public and such... :d also, the machinegun idea will probably a player-use feature, unless later on you see the map and could figure out something for ai as well. after all, thanks for reading mails and replying to them. till now i haven't seen any of my questions/suggestions/w/e being missed by you! i hope that my map becomes a good one, adding a great value to your awesome game, making it to sound cooler as it is. hail! -regards hadi On 12/23/2012 1:04 AM, Allan Thompson wrote: Ok Hadi, This is something that is a little complex. First, I have to say that I am not sure if the enemy AI can handle something this complex, that is to say, if you are making this for the bad guys, it might not work as advirtised. If it is for the player, then this might do the job. I would set up an ammo point, unless you want the gun to be able to fire indefinitely. The machine gun I would make into a structure. it should have these flags in it. kinetic_max=1 kinetic_current=0. That says that the heavy machine gun has the potential for kinetic points, but does not start with any. That job is given to the unit or units that will be using the gun. The machine gun should have a skill like "Fire". Anyway, on the units you want to have access to this thing, you want to give them a skill called "pull trigger" or something similar. The pull trigger skill would have a flag that restores that kinetic point. it would look like this: kinetic_restore=1. The skill should also cost an action point, or points as you see fit. The machine gun will recive that kinetic point thrut he pull trigger skill, and when it has it, it then can be used as any other unit to attack, or in this case fire. When the Fire skill does work, make sure it spends that one kinetic point, so that it has to be used over again by the unit handling the weapon. Otherwise it will just be able to attack all the time, unless you add some ammo point too. So, I hope that helps, and I hope I explained it right. All you are doing is transfering a point in order to "activate" the machine gun structure, so that it appears like the unit is useing the heavy machine gun. As long as you don't allow stacking, it should be impassable. If it is a problem, you can always make a special terrain that has the impassable flag for it to stand on, so that it will block the area it is on forever, unless someone has a flying flag or skill. If it didn't make sense, or if you need help, don't hesitate to ask. You can write me off list, since people are concerned over the list traffic. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: hadi To: ian-reeds-games@xxxxxxxxxxxxx Sent: Saturday, December 22, 2012 2:02 PM Subject: [ian-reeds-games] some newbie questions.... hello. this is me again, ... just brainstorming on my map and its systems after coming from uni. during these days i sprayed the mailinglist with mails.... sorry anyway maybe we should find an irc chat or something :d anyway, can someone clearify what is health_inflict_mod and health_restore_mod? i can't understand what are those for. i have another question as well. i want to make an unmoveable object which would need another unit beside it to deal damage. can you help me how can i do that? i'm trying to make a heavy machinegun but i need to figure it out how can i make that first. thanks :) also any ideas what should i name our gangleader? at first i put it robert but i think i should change it to something else thanks :)