Re: New Dynamic Script Ideas
2. yea i alredy do that by destroing and createing new house. - you stil need to give occupant every time.
new idea:
Actions.SelectUnitForPlayer(aPlayer, aUnit: integer)
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Tbh I don't like your new idea, RandomLyrics. It would be very bad if for example you are in combat, you have your knights selected and want to flank, the script selects ranged for you and you order your ranged to go around...
Turn based combat combined with autoselecting the next unit in fight
Tbh I don't like your new idea, RandomLyrics. It would be very bad if for example you are in combat, you have your knights selected and want to flank, the script selects ranged for you and you order your ranged to go around...
Why do you need autoselect for a turn based combat? No one shall determine what I can move >.>Turn based combat combined with autoselecting the next unit in fight
Did you ever play HoMM for eaxmple? The units were selected by the game (whichever unit has better morale, moves earlier; in KaM, you could make it random for example). It meant that you can only use each unit once in a "big turn" (by big turn, I mean a period of time after which, all the units were used by both players).
Anyway, seems like I was mistaken; he just wants to use this as a workaround for the fact that we don't have a proper UnitPositionSet (if we do it like I suggested, by killing an unit and spawning na new one somewhere else, the new unit will not be selected anymore).
By the way... what if we could set a hotkey with a script?
lol, why you think a do such a stupid thing like that? If you dont want that scirpt in your map , just dont insert it in. Selecting units is important in other types of games than original kam strategy, and improves a lot the gameplay in your coustom map. Its very irritating when you have to click all the time., when it could be done easily by script.
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If we do implement UnitPositionSet (or HousePositionSet) we will probably make it kill the unit and create a new one at the new location to avoid these issues. We can then copy over relevant stuff like condition, hitpoints, hotkeys, whether the player has it selected, etc. Would that still be useful?
HouseSubtractWaresTo has similar issues, if a serf is on the way to collect one of those resources, what happens? The serf will arrive, try to take the resource, and the game will crash. However, we can tell how many resources have been claimed by serfs and how many are free to be taken, so we could implement HouseSubtractWaresTo to return an Integer of the number of wares that were successfully subtracted (for example you ask it to subtract 5, but 2 are claimed by serfs coming to delver them so only 3 wares are subtracted and HouseSubtractWaresTo returns 3). People might complain that this is confusing and annoying though... What do you think?
SelectUnitForPlayer isn't a problem to implement, although as has been said it could be very annoying for the player I don't really think it solves the RPG teleport problem because I might not have the unit selected when it teleports, and it would be annoying if I was doing something else and the unit becomes selected.
HouseSubtractWaresTo has similar issues, if a serf is on the way to collect one of those resources, what happens? The serf will arrive, try to take the resource, and the game will crash. However, we can tell how many resources have been claimed by serfs and how many are free to be taken, so we could implement HouseSubtractWaresTo to return an Integer of the number of wares that were successfully subtracted (for example you ask it to subtract 5, but 2 are claimed by serfs coming to delver them so only 3 wares are subtracted and HouseSubtractWaresTo returns 3). People might complain that this is confusing and annoying though... What do you think?
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can you do the serf just stops and take a new order?
It would look pretty strange to the player if they see a serf walking along then suddenly he stops (or starts walking the opposite direction to do a different delivery). It would look like a bug where serfs forget what task they are doing.can you do the serf just stops and take a new order?
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