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Post by 10101 on Jan 4, 2013 13:53:23 GMT -5
Love to watch the landscape.
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Post by 10101 on Jan 6, 2013 2:44:46 GMT -5
If i use [ENTITY_ADD] and then [SPAWN_ENTITIES], is the list then cleared or do i have to use something similar than [ITEMS_CLEAR], if i want to make a new list?
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Post by Kyzrati on Jan 6, 2013 2:49:47 GMT -5
Nope, it says in the manual [SPAWN_ENTITIES] automatically clears the list. So you can make another one right away. Should really have done everything in a consistent manner, but this was a quick and dirty system where I only added what I needed at the time for Cataclysm. 8.3 comes with even more methods of handling object spawning.
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Post by 10101 on Jan 13, 2013 16:48:37 GMT -5
Ok, where is the fault?
Civillian_Rescue - MOVE_ON_CELL C_NAME=="Rescue Zone" - - - - SCORE E_TRAIT(FollowBlue)>0 SCORE_TYPE=XSTAT|SCORE_NAME="Blue Team Civillians Rescued"|SCORE_VALUE=1 GLOBAL DEFAULT "Blue Team rescued a civillian!" + SCORE E_TRAIT(FollowBlue)>0 SCORE_TYPE=SCORE|SCORE_NAME="BLUE TEAM SCORE"|SCORE_VALUE=300 - - - + SCORE E_TRAIT(FollowRed)>0 SCORE_TYPE=XSTAT|SCORE_NAME="Red Team Civillians Rescued"|SCORE_VALUE=1 GLOBAL DEFAULT "Red Team rescued a civillian!" + SCORE E_TRAIT(FollowRed)>0 SCORE_TYPE=SCORE|SCORE_NAME="RED TEAM SCORE"|SCORE_VALUE=300 - - - + DESTROY_ENT - CONTINGENCY=PASSED|PARTICLE=Disintegrate - - -
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Post by Aves Dominari on Jan 13, 2013 17:25:05 GMT -5
Perhaps the run log entry would help as well? ;P
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Post by 10101 on Jan 13, 2013 18:01:12 GMT -5
That's the problem. No error. Simply doesn't score or destroy that civillian.
Ok, guess i have some problems identifying which Trigger can use what conditions etc. At least one of three experiments was a success now. Others should follow. (anytime)
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Post by Kyzrati on Jan 14, 2013 3:48:07 GMT -5
Ok, where is the fault? Civillian_Rescue - MOVE_ON_CELL C_NAME=="Rescue Zone" - - - - SCORE E_TRAIT(FollowBlue)>0 SCORE_TYPE=XSTAT|SCORE_NAME="Blue Team Civillians Rescued"|SCORE_VALUE=1 GLOBAL DEFAULT "Blue Team rescued a civillian!" + SCORE E_TRAIT(FollowBlue)>0 SCORE_TYPE=SCORE|SCORE_NAME="BLUE TEAM SCORE"|SCORE_VALUE=300 - - - + SCORE E_TRAIT(FollowRed)>0 SCORE_TYPE=XSTAT|SCORE_NAME="Red Team Civillians Rescued"|SCORE_VALUE=1 GLOBAL DEFAULT "Red Team rescued a civillian!" + SCORE E_TRAIT(FollowRed)>0 SCORE_TYPE=SCORE|SCORE_NAME="RED TEAM SCORE"|SCORE_VALUE=300 - - - + DESTROY_ENT - CONTINGENCY=PASSED|PARTICLE=Disintegrate - - -
No error for this because there is nothing wrong script-wise, it's just written in a manner that won't have the intended results. You have your E_TRAIT condition on the SCORE effect, but entity conditions for effects related to the MOVE_ON_CELL trigger may not target the mover himself. It will probably work if you switch to a simple MOVE trigger, which targets/tests the moving entity itself, for sure. EDIT: It's a bit difficult to do complicated things that I myself haven't given concrete examples for yet, since I haven't documented the way all the triggers, conditions, and effects work together.
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Post by 10101 on Jan 14, 2013 17:41:09 GMT -5
AAAAAHHHHH.....
before crying for help one should check if the SA is bound to the entity or prop or whatever it should affect...
(missing that :wall: -Smily here.)
PS: 2/3
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Post by Kyzrati on Jan 14, 2013 19:47:30 GMT -5
AAAAAHHHHH..... before crying for help one should check if the SA is bound to the entity or prop or whatever it should affect... Yes, that too I've certainly done that before.
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Post by 10101 on Jan 24, 2013 16:35:21 GMT -5
Hm, that 'Orbital Bombardment'-SA seems more difficult than expected. I can't get any particle effect being shown properly with the PROJ_RAIN - Effect (Using an 'Orbital Weapon' as SA in items.xt). Not sure what it is, even the 'Tactical Nuke'-Effect doesn't show up.
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Post by Kyzrati on Jan 24, 2013 21:31:05 GMT -5
PROJ_RAIN shoots straight down from z=3 to the ground, so it generally doesn't appear all that amazing, and requires a very slow particle to show at all since it only passes through up to four cells. See what the Lightning Storm and Meteor Shower spells look like for examples. I could later add an angular feature to it, but right now it was just to make sure I could have spells that are properly blocked by roofs when coming down from the sky, so you can't use lightning indoors.
The nuke was done differently, as a hard-coded angular projectile from the top right corner of the map to the bottom center. I should perhaps make PROJ_RAIN capable of this as well.
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Post by 10101 on Jan 25, 2013 0:05:29 GMT -5
perhaps not only z=3 but also y+3 (or -3 if the cell is near the upper edge). That wouldn't be for practical but for aesthetical reasons.
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Post by Kyzrati on Jan 25, 2013 0:13:11 GMT -5
It actually uses the highest valid map position (top of the map) above the target cell. What I'd probably do is add an adjustable x/y offset, so you can have it start from anywhere relative to the target.
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Post by 10101 on Jan 25, 2013 1:22:11 GMT -5
That was, what i meant. But if you make it adjustable within the SA definition, that would be awsome. You only have to check, if the adjustment is doable (thinking about cells next to the edge of the field) and if not, either reduce the adjustment or invert it to the other side.
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Post by Kyzrati on Jan 25, 2013 1:32:10 GMT -5
Yeah, that's what I would do--it'd be new optional data entries, "OFFSET_X/OFFSET_Y". I don't think I'll get to doing this soon, though. On list.
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