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Re: New Dynamic Script Ideas
PostPosted: 16 Jan 2014, 10:04
by Krom
Maybe one day we can also let scripters "save" house from destruction in OnHouseBeforeDestroyed?
Re: New Dynamic Script Ideas
PostPosted: 16 Jan 2014, 10:16
by sado1
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.
Re: New Dynamic Script Ideas
PostPosted: 16 Jan 2014, 11:24
by Lewin
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"?
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)
Re: New Dynamic Script Ideas
PostPosted: 16 Jan 2014, 13:29
by sado1
Can you describe a scripted mission where you would want to disable it? "Suicidal Builders 1.0"?

Come on, wouldn't it be fun?

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...
Re: New Dynamic Script Ideas
PostPosted: 16 Jan 2014, 15:27
by RandomLyrics
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

Re: New Dynamic Script Ideas
PostPosted: 18 Jan 2014, 00:33
by Lewin
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.
Re: New Dynamic Script Ideas
PostPosted: 18 Jan 2014, 07:41
by Krom
I'm not convinced at all. Certain things should be consistent throughout the game, like Towers shooting ranges for example, or builders behavior.
Re: New Dynamic Script Ideas
PostPosted: 18 Jan 2014, 11:28
by sado1
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?
(no offence Krom

)
Re: New Dynamic Script Ideas
PostPosted: 18 Jan 2014, 11:55
by Krom
@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.
Re: New Dynamic Script Ideas
PostPosted: 18 Jan 2014, 12:38
by sado1
Ah indeed, not we got 4 extra AI players this actually makes sense.
Re: New Dynamic Script Ideas
PostPosted: 18 Jan 2014, 13:25
by RandomLyrics
@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.
Re: New Dynamic Script Ideas
PostPosted: 31 Jan 2014, 20:26
by dicsoupcan
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).
Re: New Dynamic Script Ideas
PostPosted: 01 Feb 2014, 01:31
by RandomLyrics
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.
Re: New Dynamic Script Ideas
PostPosted: 01 Feb 2014, 06:47
by Krom
@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.
Re: New Dynamic Script Ideas
PostPosted: 01 Feb 2014, 15:25
by dicsoupcan
Yes that is exactly wat i meant
