[ian-reeds-games] trouble with script, suggestions?

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 14 Dec 2013 10:54:40 -0600

hey all.
i've been working on shadows abound as the amo point in my operation
blackweb is currently completely not workin.
i've come up with something, i thought would work, butt currently doesn't.
i wanted to make a way, a unit could board or enter another unit,
without using a skill.
i came up with a ticket item.
the ticket items idea, is that when used on the right unit, would
board the unit using it on to that unit.
the problem is, that for some reason it doesn't work.
i'm not sure if this is do to it being an item, or the actual script itself.
i don't get an error message though, it just says the unit uses it on
another, no loading etc...
i would like to possibley get this to work though, so any help i realy
apriciate.
the following is the complete text for the ticket item.
Item
10 // parser version
|flags
description a small piece of paper, allowing one to board a ransport
vehicle taking the form of money.
useable_once
not_useable_on=archer,balrog,catapolt,child,demolition_mage,demon,dire_wolf,dragon,dwarf,dwarven_warrior,elf_mage,elf_ranger,elf,faerie,fire_demon,flying_monkey,forester,gargoil,ghost,ghoul,gnome,goblin,guard,guardian,human,imp,lord,mage_decoy,mage,monk,necromancer,ogre,orc,owl,poison_ivy,prince,shadow_assassin,skeleton,soldier,thief,troll,witch,wizard,wraith,zombie,a_hat_merchant,a_small_cabbin_in_the_woods,a_small_log_building,battle_ship,blacksmith,cabinet,desk,door,enchanted_door,gate,jeweler,merchant,potions_r_us,rock_slide,shady_merchant,silvren's_custom_bows,steel_door,temple,treasure_chest,vain's_warrior_lodge
sound=ticket
after_perform=load_unit_into_transport@ {Message: "{0} has boarded {1}" }
|script_flags

thanks in advance for any help or advice.

austen

On 12/7/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
> Hi Allan,
>
> You did keep it reasonably simple, smile.
> My first priority when I get back to TB is to fix the remaining bugs.
> But I'll consider adding this feature at the same time.
>
> This particular feature could also be added as a script flag by Craig.
> So you might consider beseeching him for his amazing scripting skills,
> smile.
>
> Ian Reed
>
>
> On 12/7/2013 7:26 AM, Allan Thompson wrote:
>> Hi Ian,
>> I was hoping to ask for something simple.
>> Is it possible to add in a flag  in effects so that a sound plays when
>> it's
>> duration expires?
>>
>> An example is in age of warlords. A weer warrior transformed into a weer
>> wolf  has about four rounds before the effect is activated due to the
>> zeroing  of a certain point.
>> Right now, it simply changes back. I would like it to make some kind of
>> sound so that the player has an audible clue that this happened.
>> I am not sure what it would be called. Maybe "activate_effect_sound" or
>> "end_of_duration_sound"
>>   ". I am not sure when it would play actually. Either when the effect
>> takes
>> effect, or it's duration runs out, especially for duration=0 effects.
>> Hopefully I made some kind of sense on this request, grin.
>>
>> al
>>
>>
>>
>>
>> The truth will make you free"
>> Jesus Christ of Nazareth 33AD
>>
>>
>>
>>
>
>
>

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  • » [ian-reeds-games] trouble with script, suggestions? - Austen Perry