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New Dynamic Script Ideas

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Krom

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Post 16 Jan 2014, 10:04

Re: New Dynamic Script Ideas

Maybe one day we can also let scripters "save" house from destruction in OnHouseBeforeDestroyed?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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sado1

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Post 16 Jan 2014, 10:16

Re: New Dynamic Script Ideas

Actions.DisableTowerRoadBlock(aPlayer: integer) - or just global action
Are you referring to Towers blocking enemy builders from walking near them?
We would not want to implement scripts that affect core game mechanics. That one is one of them.
I think it wouldn't be used apart from complicated dynamically scripted gamemodes anyway... I cannot see anyone wanting to do such a thing on a normal map.
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Lewin

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Post 16 Jan 2014, 11:24

Re: New Dynamic Script Ideas

Actions.DisableTowerRoadBlock(aPlayer: integer) - or just global action
Are you referring to Towers blocking enemy builders from walking near them?
We would not want to implement scripts that affect core game mechanics. That one is one of them.
I think it wouldn't be used apart from complicated dynamically scripted gamemodes anyway... I cannot see anyone wanting to do such a thing on a normal map.
Can you describe a scripted mission where you would want to disable it? "Suicidal Builders 1.0"? :P
Maybe one day we can also let scripters "save" house from destruction in OnHouseBeforeDestroyed?
Maybe, although that's probably more complicated for us to implement. I'm not sure many scripters want to save it from destruction anyway, I think it's usually replacing it with something different (like in one of Vas' campaign missions when you equip a militia it has a chance of turning into a barbarian when it leaves the barracks, by killing and replacing it)
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sado1

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Post 16 Jan 2014, 13:29

Re: New Dynamic Script Ideas

Can you describe a scripted mission where you would want to disable it? "Suicidal Builders 1.0"? :P
Come on, wouldn't it be fun? :D OK, point taken until I find a good enough idea for usage of this command. RandomLyrics wanted it to use it in Town Merchants for aesthetical reasons I guess, but since we deleted the towers, maaybe it'll be fine now :)

I swear, I'm going to make Stop Builder Rush a legitimate mode, though... imagine a zombie horde of builders coming at you, and all you have is only 214214142 crossbowmen...
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RandomLyrics

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Sword Fighter

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Post 16 Jan 2014, 15:27

Re: New Dynamic Script Ideas

In my 2 maps i need it, here: viewtopic.php?f=32&t=1928 - when someone reach tower the others player cannot build roads near it and lose some of buildings. I can swap houses Tower to Storehouse but is realy ugly xD
In my new map the towers are just for good looking in the town, hmm but from now i can use another Dummy AI with ally to players.
Thanks :)
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Lewin

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Post 18 Jan 2014, 00:33

Re: New Dynamic Script Ideas

Ok, so in Tribe Wars you are basically using towers for decorative purposes (no stones), they could be replaced with any building and your game mechanics would be the same (you chose towers because of their looks). I guess in cases like that there's not much harm in letting you disable that mechanic... I'm still not completely convinced.
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Krom

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Post 18 Jan 2014, 07:41

Re: New Dynamic Script Ideas

I'm not convinced at all. Certain things should be consistent throughout the game, like Towers shooting ranges for example, or builders behavior.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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sado1

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Post 18 Jan 2014, 11:28

Re: New Dynamic Script Ideas

OK then, let's make another type of tower, using the graphics from an early version of KaM. Such a tower would be only used in dynamic scripts. Of course, it would probably be easier to make an off switch for anti-builder-rush, but we want to keep the game consistent, right? :D

(no offence Krom :P)
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Krom

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Post 18 Jan 2014, 11:55

Re: New Dynamic Script Ideas

@sado1: There's one more way:
In my new map the towers are just for good looking in the town, hmm but from now i can use another Dummy AI with ally to players.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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sado1

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Post 18 Jan 2014, 12:38

Re: New Dynamic Script Ideas

Ah indeed, not we got 4 extra AI players this actually makes sense.
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RandomLyrics

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Sword Fighter

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Post 18 Jan 2014, 13:25

Re: New Dynamic Script Ideas

@sado1: There's one more way:
In my new map the towers are just for good looking in the town, hmm but from now i can use another Dummy AI with ally to players.
thats just a solution for one of my map, but in 'tribe wars' i have to swap between tower-storehouse or smth like that.
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dicsoupcan

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Post 31 Jan 2014, 20:26

Re: New Dynamic Script Ideas

This might not sound like a good idea, but is it possible to temporarily mutethe game music when playing a sound (like the pt sound) using dynamic scripts(using a command offcrouse, otherwise fun with flags willget a lot of interruptions).
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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RandomLyrics

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Sword Fighter

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Post 01 Feb 2014, 01:31

Re: New Dynamic Script Ideas

FileWrite(afile, astring)
FileRead(afile, astring)
I just wondering is it possible to save player statics after match in to some data file, then after relunch map the data of specific player can be read. For example if player plays 10 times the same map then he get by the script some units or etc.
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Krom

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Knights Province Developer

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Post 01 Feb 2014, 06:47

Re: New Dynamic Script Ideas

@Dicsoupcan: Sounds like a good idea, an optional parameter to the sound perhaps?

@RandomLyrics: I'm don't think that's a good idea. Maps are made to be exactly the same between runs.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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dicsoupcan

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Post 01 Feb 2014, 15:25

Re: New Dynamic Script Ideas

Yes that is exactly wat i meant :)
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill

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