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Re: Tutorial campaign
> > > [event structure too small]
> > [and my coding reply]
> That's true. But then you'd also carry around lots of unused slots
> for events which don't need the additional data. I think I have a
> more generic solution that might come in handy in other situations
> as well. I'll add event groups. They will work very similar to
> dependencies, ie. you can have one event pointing to another. For
> event groups, however, this pointer means that the event that is
> pointed to gets disabled and removed when the current event is
> executed.
>
> This way you need 9 events for what you want to do, but you need
> only those 9 events, and nothing else for disabling the other
events.
Good idea, I guess that this will work quite well enough.
> > I have an idea for solving (very similar to previous one):
> >
> > Have the unit definition as follows: Infantry/3/6 and process it
in
> > Execute so that infantry of size 3 and experience 6 (*) is
created. Or
> > am I completely wrong?
>
> The parsing part (ie. what is written in the src file) is not
> important. We can basically choose any format we like. The
> createunit event also already uses the three data slots it has.
> But as we seem to be going down the incompatibily road, anyway,
> we can just encode several numbers in a single slot so this is going
> to be added, too.
You're the coder, do it the way you find the best. After these
features will be added the map will be almost complete (see the other
branch of this thread).
> > Well, this was completely my fault. Now I realize that even the
order
> > in .src (not just the event id) does matter.
>
> You can't really take the blame for this. It's not documented and
> there's no way to adjust the order in CoMET right now... Did you
> check that it still works when you save, return to the main menu,
> and load the game again? As I said, I'm not sure the event order
> is stable when saving/loading.
It worked after saving & loading as well.
Andrej
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