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Re: New Dynamic Script Ideas

PostPosted: 14 Aug 2013, 15:29
by Bence791
I'd need 2 new states and an event:

HousePlanAt(X, Y), returns aPlanID.
HousePlanType(aPlanID), returns the type of the house plan.

OnHousePlanPlaced(aPlanID: Integer), obviously happens when someone places a house plan :p

Re: New Dynamic Script Ideas

PostPosted: 14 Aug 2013, 19:21
by sado1
I'd need 2 new states and an event:

HousePlanAt(X, Y), returns aPlanID.
HousePlanType(aPlanID), returns the type of the house plan.

OnHousePlanPlaced(aPlanID: Integer), obviously happens when someone places a house plan :p
Nice you mention it... I'd also want to see these in the game, on the previous page I asked for something similar but for houses and roads:
How about some new events:
  Code:
OnHousePlanPut(aHouseID) OnRoadPlanPut(X,Y) (also with versions for fields and wine)

Re: New Dynamic Script Ideas

PostPosted: 15 Aug 2013, 06:12
by Krom
Added to our proposed list:
OnHousePlanPut(aHouseID)
HousePlanAt(X, Y), returns aPlanID.
HousePlanType(aPlanID), returns the type of the house plan.
OnRoadPlanPut(X,Y,Typ) (also with versions for fields and wine)
States.GroupAtDefPos(PlayerID, PositionID)
Actions.AddDefPos(PlayerID, UnitType, X, Y, facing direction, defence radius, frontline: boolean)
Actions.RemDefPos(PlayerID, PositionID)

Parameters may change to better ones when these gets implemented

Re: New Dynamic Script Ideas

PostPosted: 15 Aug 2013, 06:13
by Bence791
Thanks :)

Re: New Dynamic Script Ideas

PostPosted: 23 Aug 2013, 19:25
by woloszek
It would be nice if you add to the editor Kam Remake some basic commands from the dynamic script. For example,
- messages
- waves
- The possibility of moving the "slider" feed (for every 5%?)
- Fixing a single building for the AI (it is now, each building or none)
- Patrolling for AI
- "Ripe" corn and vines
- Storm attack the infantry soldier
- Responding enemy soldiers when we are close to them (now our archer must shoot at an enemy unit that is behind him started)
- Add a time limit to win the mission
- Blocking the production of specific weapons such as crossbows and bows (I mean only fight with swords, axes)
- Victory after collecting a specific amount of a commodity, such as bread, wine, etc..
- Add reinforcements for AI and for us in the game
- Add extra bonuses to the storehouse - such as extra gold
- Addition of an alliance between the AI, but only in one direction.
- Possibility to change the viewing direction for surfs and builders (useful, for example in the map Circus - Thunder's map)
- add new conditions to win - for example, when we lost only castle - game over

All options would be great, but at least some of them easier to work.
What do you think?
Krom, Lewin and others?
:wink:

Re: New Dynamic Script Ideas

PostPosted: 24 Aug 2013, 13:43
by Dreamkiller
Is there a possibility to get all buildings in an array of a specific player?
Something like States.getBuildingsOf(int PlayerNumber)

And something else:
Is it possible to get the text from the chat to use it as console input?

An example:
Please choose a difficulty:
(E)asy, (H )ard

Dreamkiller(Admin): E

Easy is used!

For example the following functions:

Events:
OnPlayerWriteMessage(aPlayerID: Integer, aMessage: String) //A player is writing a message in the chat => get the writing player

States:
States.LastMessageWasForTeam() : boolean // Was the message for the team?
States.LastMessageWasForConsole() : boolean // Was the message for the console with a / at the beginning? <= so not sendet to other players
States.LastMessageText() : String // The text of the last message
States.LastMessageTextByAdmin(): boolean // was it written by the admin?

Would be an idea to configurate games or to choose rewards ingame and stuff like that. (Do you want to get (B)read or (S)words? )
Or to get an info how to do something: /info => info for that player...
:D

Re: New Dynamic Script Ideas

PostPosted: 24 Aug 2013, 13:51
by Shadaoe
Is there a possibility to get all buildings in an array of a specific player?
Something like States.getBuildingsOf(int PlayerNumber)
Already exists : States.PlayerGetAllHouses(int player index)

Player input would be nice but since there is no chat in SP it needs to be thought in a good way so that it's not intrusive for the player.

Re: New Dynamic Script Ideas

PostPosted: 24 Aug 2013, 13:55
by Dreamkiller
Is there a possibility to get all buildings in an array of a specific player?
Something like States.getBuildingsOf(int PlayerNumber)
Already exists : States.PlayerGetAllHouses(int player index)

Player input would be nice but since there is no chat in SP it needs to be thought in a good way so that it's not intrusive for the player.
Oh okay thanks and sry for wrong comment. Didn't see that. :/ (States.PlayerGetAllHouses(int player index))

Re: New Dynamic Script Ideas

PostPosted: 24 Aug 2013, 13:57
by Shadaoe
Well no problem :P

I support the player input idea too ;) It could add pretty interesting possibilities

Re: New Dynamic Script Ideas

PostPosted: 24 Aug 2013, 14:39
by Lewin
Any player input that affects the script needs to be synchronised for multiplayer (same as any command that can affect the game state). So chat messages can't be accessed from the script (since they aren't synchronised with game ticks, they are shown as soon as they are delivered which could be different on each player's computer). We'd like to support better player input eventually, maybe one day we could even let scripters' create simple interfaces (buttons, labels, etc.)

Re: New Dynamic Script Ideas

PostPosted: 24 Aug 2013, 14:54
by Skypper
if you use the States.ShowMsgFormatted
then you can show the player something but sometimes it is pretty much that will be showed, so it would be very nice if the player could activate/deactivate the text

Re: New Dynamic Script Ideas

PostPosted: 24 Aug 2013, 22:35
by Lewin
if you use the States.ShowMsgFormatted
then you can show the player something but sometimes it is pretty much that will be showed, so it would be very nice if the player could activate/deactivate the text
Improved ways to display text to the user is planned, especially for maps like Fun with Flags have lots of overlaid text. We don't have any specific ideas yet, we're open to suggestions.

Re: New Dynamic Script Ideas

PostPosted: 25 Aug 2013, 10:11
by Skypper
i think it would be nice to show in the top a " - "
if you click on it it will display the text or dedisplay it (not sure if that is a word) :P

Re: New Dynamic Script Ideas

PostPosted: 30 Aug 2013, 09:23
by Strangelove
States.PlayerAI(PlayerIndex): Boolean; //Returns true if specific player is an AI Player.

Think those are already accepted right?
States.ClosestUnit(Unit): Integer;
States.ClosestHouse(Unit): Integer;
Actions.GroupHungerSet(Group): Integer;

Re: New Dynamic Script Ideas

PostPosted: 30 Aug 2013, 09:26
by Skypper
is it possible to make a mod for the remake?
something like a skin that you i can add?
or a other mod?