[ian-reeds-games] Re: suggestions and questions

  • From: Craig Brett <craigbrett17@xxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 19 Apr 2013 18:38:17 -0400 (EDT)

Hi Richard,

I have a theory on this, untested as of now anyway. But it's what I intended to try for the Command and Conquer transportation anyway. You can actually define some attributes of a skill on a unit level, i.e attack_range, etc. So my intention was to not define the after_perform event on the skill itself, but on the unit so I could pass in different arguments.

i.e on an infantry's unit file, you might have:
enter_transport_after_perform=load_into_transport@ { CapacityCost: 1 }
And for a vehicle, it might look like this:
enter_transport_after_perform=load_into_transport@ { CapacityCost: 3 }

I'm not sure if this is a good way or in fact if this is even possible. This was, as I said, a theory.

If that's not doable for whatever reason, then I'm short on ideas. I can't create flags, as nice as that'd be, all I can do possibly is getting you to call a script after_created which I intend to do for the transports on my next update. That may or may not solve the problem.

Just a shot in the dark there, but it might help.

Cheers,

Craig



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