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hoogan

Member Since 19 Feb 2010
Offline Last Active Nov 04 2014 03:32 AM

Posts I've Made

In Topic: Replace Object via script

04 November 2014 - 03:11 AM

Given the parameters you mentioned, it sounds like the decision is made either at the start of the game, or within the first few seconds.

I suggest you create a separate "new" base with its "new" object for each faction. Then use a single worldbuilder script to decide which base is to be the starting base for each faction based on the model condition of whatever object is deciding. The starting fortresses and porters might need to already be there, but that script would run once at the beginning of the game possibly deleting them and substituting the "new" bases. From then on, only the selected base would be built... wherever it is supposed to be.

You could avoid any jerky or sudden flickers of the starting fortresses and porters caused by the replacement of the starting base by having the camera looking somewhere else at the beginning of the game.. or maybe a very dark screen with some text describing how horrible the coming battle was going to be, then fading in the light.


In Topic: Replace Object via script

04 November 2014 - 02:33 AM

Oooo.... This can complicate the issue.

Questions:

1. Will this be for a single map or for multiple maps?

1.A.   If a single map, will the base always be at that location, or can it be at a different location depending on player positions?

 

2. Will the replacement of the object take place before the base is built up or after?

2.A.  If after, will the new object be influenced by any upgrades of the original object?

 

3. Is orientation important? ie: facing a certain direction such as "Front Towards Enemy".

 

After running through these questions and the problems they create, My initial thought would be to use INI code to create an OCL of the new object with all needed upgrades and effects and drop it in place - oriented same as the original object with the model condition as the trigger. No need for scripts for that, just code it into the original object. Presence of the model condition triggers the OCL. Works for that object in any base in any location. Then use the presence of that model condition to trigger "kill" the original object. The visuals of that could be a little jerky and "sudden", but you could mask that by throwing up some dust and smoke too.

 

Supplement: I use this method to create "burned" floor draws and permanent debris when buildings are destroyed. Set them to be "Cleared By Build" so they don't prevent rebuilding. After all, war is messy.


In Topic: Replace Object via script

02 November 2014 - 10:40 PM

Could you be more specific as to Why this is not helpful?

If it was clear what you wanted to do, perhaps there is a way.

Such as...

1. Is it a bridge or other walkable object - causing pathing issues?

2. Is it because the object to be replaced is a unit.. ie: moving and not at a fixed location?

3. Is it because the new item does not "fit" in the same location?

4. Is it because the new object appears away from the old object at the assemby point for new units exiting a building?

These are all solvable.

More information would allow more help.


In Topic: Horde Range trouble

23 February 2014 - 02:27 AM

Do they move forward about the same distance as the rank depth of the horde? If so, I may know what the problem is.

 

I believe the horde location is determined by the center of the front rank. When the front rank can fire, the 2nd and 3rd ranks are still out of range... not by much, but still out of range.The horde has to move forward far enough for the last rank to also be in range.

I believe there is a "#define" setting in gamedat that determines if a horde will advance so that all members can attack... or not. You could turn that setting off, then only those few in the front rank who ARE in range will fire, The rest will stand around until the target moves closer. You see the same effect if you have command a horde to stop when right at the edge of their range... some will fire, and some at the other end of the horde stand around.... out of range by a few feet.

If you do this, you may need to play with the distance a horde will chase a foe also.


In Topic: Are there brothels in Edoras?

30 January 2014 - 04:29 AM

Oh.

I see.

Relishing the experience of viewing massive armies slaughtering each other by hacking each other apart with swords and flame and Word Of Power nuclear blasts is okay, but inject a little humor or show a little leg and all hell breaks loose.

My my. What a small narrow little world you live in. Try opening the door. There is a big wide world out there. I might suggest you step back, take a breath, and turn off the computer for a while.

It's not real. You do know that don't you?