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Re: Tutorial campaign
> On 18.01.2005 22:08, The Fox wrote:
> > - event id=1 is just a message triggered by heavy tanks on the
bridge.
> > Should be Create Unit which creates blue mines (squad size = 3) at
1,
> > 14 (and triggered by yellow heavy tanks on the bridge or anywhere
> > beyond it (where it can drive in single turn).
>
> Ok, this should work now. I've added a new "player" parameter to the
> unitposition trigger. I'm not sure how to resolve that "or anywhere
> beyond it" part without using a ridiculous number of events, though.
Okay, it works now quite nicely. Good work. The "area" problem could
be perhaps solved this way: put the checking of "tpos = x/y" into a
simple loop so that it can check something like "tpos = x1/y1;x2/y2;
x3/y3..." and if finds a match, the event will be triggered.
> > - the depot entrance at 17,12 is conquerable even before it's
> > "completed". It has undesirable results, thus we need some sort of
> > Disable Shop event or something (or alter the map scenario).
>
> I've tweaked the path finder a bit to make this work. As long as
> the unit cannot cross the hex you replace the entrance with, it
> won't get in.
Great, this is absolutely sufficient for the tutorial mission. It has
one drawback. When you double-click on the "not-entrance", you get the
"access denied" message or the depot window (as player 2). Well, the
depot *is* there. But I don't think that this is the biggest problem
of all :-).
> > The mines are already in place (I'd really like to be able to
create
> > units with different squad size and experience).
>
> It's possible but the event already uses all data fields available.
> That means we would have to cram several values into a single field.
> Can be done, but will remove compatibility with older releases.
> (I wouldn't mind too much, but there seem to be people who do ;))
I'm not sure what do you mean by this. There aren't enough data fields
in program or (more probably) we don't have any more qualifiers (like
unit or tunit) defined? If so, it's not that difficult to add one more
(something like unittype = size/exp), is it?
> > I completed the mission texts as proposed. Please proofread,
correct
> > and/or alter them wherever you deem necessary. After that I will
> > translate them.
>
> I do have some ideas on how to improve the messages but I think you
> should first finish the rest of the mission. Otherwise you'll
probably
> end up revising them repeatedly.
>
> (Besides, I don't have the time, currently. You know, bugs and
stuff...)
Okay. Actually, I wasn't addressing specifically you, the text should
be proofread by some native english speakers (ehm, Dave?) :-).
--
The mission is now almost complete with few minor issues (again):
- the "area" problem as mentioned above
- when the heavy tanks stop on the bridge, the following happens: the
createunit event is triggered (but not executed), the sethex event
triggered by unitdestroyed is executed (because the mine wasn't
created) and then the createunit event is executed.
My idea is not to delete the unit when it is destroyed but rather only
*mark* it as destroyed. This would probably also solve the removeunit
vs. unitdestroyed problem you are trying to solve in another thread.
This way I would be able to create a trigger triggered by destroying
of not-yet-created unit (by its id). OTOH it would break the
compatibility once again :-(.
Andrej
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