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

  • From: Richard Claridge <richard.claridge68@xxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 21 Apr 2013 20:16:13 +0100

Hi Craig.
Firstly thanks so much for the work you are doing on these scripts,
I've used a few of them in my map pack already and they are fantastic.
Secondly thanks for the ability to use after_create on the transports,
this is really helpful, saves a step that seems somewhat pointless.
Thirdly I've tested the new scripts on my unloading problem and agree
that it works great now, no problems. I hope my map came in handy if
you needed it.
I've had a little look at this adjusting the capacity cost in the unit
file in the way its done with other skills adjustments as your theory
explained.
It certainly does something but not what we were hoping for.
below are 2 map packs, one with a unit that has attempted to change
its capacity cost in the unit file and the second where no such
adjustment has been attempted.
In the first map the transport certainly takes in more capacity when
the unit enters, however not by the amount specified and when you
unload the transport it claims to still have something inside it. Then
if you load again and unload the remaining capacity keeps going up
even when emptied. So the first time you load and unload the transport
it claims to still have 1 unit aboard, when you then load and unload
again it now thinks it has 2 aboard still and so on.
If it helps I've set ctrl+t as my key for announcing capacity.
Strangely enough even the unit that doesn't have any adjustments in
its file does the same thing to the transport in this first map pack.
Even stranger, in the first map pack I've also added a second map with
only the unit that doesn't have any adjustments and even here it does
the strange thing, so even without the tampered with unit being on the
map it somehow is affecting the way it works.
Let me know if you want me to explain this any further or if anything
doesn't make sense.
I'm not saying that this is something that needs sorting out as I know
it was only a theory of yours, but as it produced such interesting
outcomes I thought you might like to see it in action and see what
your thoughts were.
Here are the download links.
map 1
https://dl.dropboxusercontent.com/u/15833530/transport%20test.zip
map 2
https://dl.dropboxusercontent.com/u/15833530/transport%20test%202.zip
Hope this is of interest.
Thanks again for all your hard work.
Richard

On 4/19/13, Craig Brett <craigbrett17@xxxxxxx> wrote:
> 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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