
Dynamic Script Usage Questions

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Re: Dynamic Script Usage
A bs question to devs: would it be possible to add one of the two heart UTF symbols (heavy black heart hex 2764, black heart suit hex 2665) to the KaM overlay font? I wanted to use the symbol for showing lives count (as in, health - you die once, the script takes away 1 "heart" from the overlay, you lose all the lives - you lose the entire game) in the overlay on one of my maps, but it didn't work - I tried to use #X (where X is decimal symbol of the UTF character) which works for another more common character, so I guess it's a question of availability of the character.
Re: Dynamic Script Usage

KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
Re: Dynamic Script Usage
Why procedure OnHouseDestroyed doesn't work in current RC? Try to launch the map with a bot as an enemy, and destroy the enemy building near your troops. It should log some stuff in Remake logs (and lower the building count in the overlay too) but it doesn't. Why? Is there a known issue about this or something changed? I think this code worked in 5503 (sadly don't have that one installed here to check)

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Re: Dynamic Script Usage
kamrepos/map.php?id=127
Why procedure OnHouseDestroyed doesn't work in current RC? Try to launch the map with a bot as an enemy, and destroy the enemy building near your troops. It should log some stuff in Remake logs (and lower the building count in the overlay too) but it doesn't. Why? Is there a known issue about this or something changed? I think this code worked in 5503 (sadly don't have that one installed here to check)
00:24:45:854 84.038s 12564ms Script houseid 10075451 destroyer 0
I destroyed the woodcutter at the top of the map (I started in the top left).
Re: Dynamic Script Usage

Posts: 3822
Joined: 16 Sep 2007, 22:00
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Re: Dynamic Script Usage
Did the buildings count in overlay change too?
12:58:10:748 75.955s 12137ms Script houseid 6782715 destroyer 1
12:58:10:748 75.955s 0ms Script team1 10 team2 11
Castle Guard Swordsman
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Re: Dynamic Script Usage


Posts: 3822
Joined: 16 Sep 2007, 22:00
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Location: Australia
Re: Dynamic Script Usage
IS there a possiblity to read out when a player sets a Beacon? I had a discussion with Random. In dota if you play with an AI player and you ping on an enemy, he attacks with you. If you press the ping in the direction where no enemy is and you move also back, he moves behind you. It would be cool to have such a possibility also in the Remake. There are quite some cool 2vs2 maps that could be played with AI but the ai doesn´t understand when the best moment is, to attack e.g.

Re: Dynamic Script Usage

KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
Re: Dynamic Script Usage
When using "States.MarketFromWare(States.HouseAt(5,4))", I get the error "Unknown identifier 'MARKETFROMWARE' " , while using "Actions.UnitKill(States.UnitAt(5,7),1)" causes the error "Type mismatch".
I'm using r5503
Any help, please?
EDIT: Alright, it seems that I had no idea of what a BOOLEAN actually is.
Using "Actions.UnitKill(States.UnitAt(5,7),TRUE)" gives no error.
EDIT2: Googled MarketFromWare, and as far as I understood this function is not in r5503, as it was added later... can anybody confirm this, please?

Posts: 3822
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Re: Dynamic Script Usage
EDIT: Alright, it seems that I had no idea of what a BOOLEAN actually is.
Using "Actions.UnitKill(States.UnitAt(5,7),TRUE)" gives no error.
EDIT2: Googled MarketFromWare, and as far as I understood this function is not in r5503, as it was added later... can anybody confirm this, please?
Re: Dynamic Script Usage
Yes, booleans are either true or false.EDIT: Alright, it seems that I had no idea of what a BOOLEAN actually is.
Using "Actions.UnitKill(States.UnitAt(5,7),TRUE)" gives no error.
That's correct, it was added after r5503. We're beta testing the upcoming release, so if you send us an email (contact@kamremake.com) I will add you to our beta tester mailing list so you have access to the beta versions.EDIT2: Googled MarketFromWare, and as far as I understood this function is not in r5503, as it was added later... can anybody confirm this, please?
Re: Dynamic Script Usage
For example, if someone wanted to keep track of a player's army across multiple missions, would it be possible to store and load values in and from an external file?
Re: Dynamic Script Usage
Quick question: do Dynamic Scripts support file writing/reading?
For example, if someone wanted to keep track of a player's army across multiple missions, would it be possible to store and load values in and from an external file?
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