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Re: Problems with the second tutorial map



On Sat, 28 May 2005 19:44:12 +0200, Jens Granseuer <jensgr@xxxxxxx> wrote:

On 28.05.2005 00:10, Andrej Krivulčík wrote:
On Fri, 27 May 2005 20:41:29 +0200, Jens Granseuer <jensgr@xxxxxxx> wrote:
> No, you can't set or guess the ID, but there is a way to solve this:
>
> Create the event with a trigger of "player's infantry destroyed",
> but set it to disabled initially. Then create a "manipulate event"
> event which triggers when an infantry is built in the depot and
> enables the first event.


Hmm, this is my problem. You can't select "unit type" in the "unit
destroyed" trigger (like in "unit position" trigger), you can specify one
single unit or all units of one of the players. Or am I missing something?

Um, right, my bad. Unit types were indeed only implemented for unit position. I've committed the changes for unit destroyed to CVS. I've only done a quick test, so the code might still be a little rough. Let me know if there are problems.

It seems to work right (but I haven't done any extensive testing, either).


> I've attached some suggested changes to the messages. Also, for
> consistency's sake, I think it would be better to label the depot
> "Factory" instead of "Depot".

Great language work! The mission texts are much better now. However, I
propose some further changes (patch attached). Apart from minor typos I
think the player should be told to proceed towards the enemy base in the
briefing where he's told to build tanks. If he's not, there are two turns
in which he doesn't know what to do.

Agreed.

The change of depot name is okay but I'll leave it for you (you know
better where in the instructions the name should be changed).

I think it should be changed everywhere. A "depot" as used in all the missions we have so far is usually equal to "workshop" while shops where you can actually build new units are always (if I'm not mistaken) labelled in a way that lets the player see immediately that it's not just your average depot (this generally means they have "Factory" in their names). I believe that's a good tradition.

I changed the texts accordingly. In one occasion I left the depot because we are speaking about depot (window) in general.


I have also fixed wrong behavior when the player retreats before destroying the enemy tanks.

However, I have come across a new problem and it looks somewhat mysterious. Check the attached level and look at the Manipulate event (20) event. It's supposed to enable the Score (19) event which aborts the mission when the player loses his infantry. But there's some problem triggering it :-(.

- the way it is (triggered by any infantry unit at hex 3/13), it doesn't work.
- if you change the destination hex of the trigger, it works.
- if you change the triggering unit to specific unit (infantry with ID 4), it works.
- if you change the triggering unit to any unit, it doesn't.


The triggering mechanism works (I created a testing map for this, check the attachment (Trigger.lev.gz) -- it's not complete so it sometimes crashes the game), so I really don't know the cause of this nor how can I solve it. Help me!

The map is now almost complete. After we get rid of this problem, just remove the Infantry (4) unit and remove the message from the Manipulate event (20) event (I added the message "Factory" for debugging purposes, just like the extra infantry).

Andrej

Attachment: T2v5.tar.gz
Description: GNU Zip compressed data

Attachment: Trigger.lev.gz
Description: GNU Zip compressed data