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Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 12:55 am
by ozone
Graydon wrote:I didn't think that mattered oz? Could certainly be it though.

I don't know/think it matters anymore, but when I learned most of my "advanced" scripting from Khel, he always taught me to script my actions like one would read a book. At the time I think it mattered for certain GEOM parameters, and most certainly was required on any MUNG. The fact that the parameters in that GEOM are all over the board may be playing a part in its failure. That's a big ballpark guess though, the action otherwise looks correct.
yeah just tested it... it doesnt matter it seems. I always thought it did... :oops:

Now...
I could make a case in favor of it mattering but ehhh it just dont matter anymore

:wink:

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 10:03 am
by fildred13
I tried changing the Monster tag of the GEOM to the Necromancer, but the result was the same: The Geom definitely triggered, because all my 5 warriors that were on the map at game-start disappeared, but the one warrior that I spawned in is still just standing there.

Is there a way to maybe use the debug flag or debug mode to find out what his 4 letter code is? Obviously, I could be really wrong about this one, but I would bet a lot of money that when he promotes from the projectile he is somehow getting a new tag that I am not searching for accurately.

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 10:10 am
by fildred13
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: found 1 monsters
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: testing monsters against entire map
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: testing monsters against monster type wam1
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: 7 monsters inside geometry (added to subj)
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: 0 monsters outside geometry ignored
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: 7 monsters points inside geometry ignored
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: 0 monsters points outside geometry ignored
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: succeeded
2011-06-10 11:06:23 ### MA [geom] Find New Warrior: deactivated


I debugged the whole map and found this. It found 7 monsters! My map starts with six regular warriors on it. All of the enemy warriors are dead. Which means that the GEOM is finding my new warrior! And it even says it adds him to the subj list! So why on earth won't he disappear?

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 10:15 am
by fildred13
Whoa...even more weirdness...

I set my unit control to do more than just make them invisible. I made them invisible, ignore user control, and uncontrollable, on a hunch. My 6 initial warriors disappeared. My new warrior remains, but is uncontrollable. ???

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 11:02 am
by fildred13
Alright, I've decided to say screw it and give up on making him invisible. Clearly, there is something loathing doesn't like about making him invisible but, honestly, I don't need to do that, so why am I wasting time on it? Instead, I've started to push him towards doing what all of this is about: making him pick up the body he was created from. SO, I have set the GEOM that searches for the warrior's body initially to find, in addition to making the body a wayp, it now also makes the body an OBJE, and that is stored in a pick-up action at the end of the script. Then, when the warrior is made I find all warriors that are on my team on the map (including the new one) and add them to PLAYER FORCES SUBJ, but not PLAYER FORCES OBJE. I isolate the new warrior by subtracting the Obje list from the Subj list, and now I have my lone new warrior, and I store him as a SUBJ in the pickup action.

To me, this seems all correct. The pickup action has a subj, an obje, and gets activated by the final GEOM. But alas, mythlog is telling me that the pickup action has no obje! Why? Clearly the GEOM that turns the body into an obje is working because the body is also successfully turned into a wayp that my WarriorCreator unit attacks. Myth log has nothing bad to say about that GEOM, just this.

Why? Is there something more to the pickup action? Some trick?

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 12:02 pm
by Pyro
Maybe your GEOM is missing something. For mulitple results you need multiple field names for the results for example:

Results Action Identifier
Action1
Action2

Tested Items Inside Field Name
dest
wayp


A GEOM with the above would work but take the "dest" or "wayp" away and only the first result will work. Even if both results need to use the same field name, you need to put it per result.

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 1:48 pm
by fildred13
I'm fairly sure that is what I am doing, but maybe because one is a field name location and one is simply a field name, that is making some error? Here is the code, tell me if you see a flaw:

Warrior Bodies Around? [Geometry Filter]
deactivates_on_execution
0.00, 0.00
{
Circle Radius
6.000
Object Type
wamd
Results Action Identifier
Thrall Creator Creates!
Pickup the body
Activates on Success
Move Thrall Creator1
Tested Items Inside Location Field Name
wayp
Maximum Number of Items
1
Tested items Inside Field Name
obje
}

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 1:58 pm
by Pyro
Then it is taking the same result slot, try the following:

Results Action Identifier
Thrall Creator Creates!
Pickup the body
Tested Items Inside Location Field Name
wayp
null
Tested items Inside Field Name
null
obje

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 2:30 pm
by fildred13
I tried just what you said but the result was strange. Mythlog says that the final GEOM completes successfully, but then for some reason the PICK is never activated? If I delete the nulls, the PICK activates normally, albeit without anything happening, but at least the log says that it has been activated and just can't find objects.

I tried changing the Activated On... of the Geom to Success and execution respectively, but neither to any avail.

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 2:53 pm
by Pyro
Did you add the nulls in the correct order? Can you copy/paste the version that had the nulls and didn't work? Maybe instead of nulls just blanks.

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 3:42 pm
by fildred13
I bolded the pesky GEOM. I tried it with both null's and with blanks in place of the null's, no difference. Myth log simply says that Isolate Warrior Completed Successfully, and then nothing, no mention of the clearly defined PICK action. Get rid of those null's or blank's, though, and the pick activates just fine.

Warrior Bodies Around? [Geometry Filter]
deactivates_on_execution
0.00, 0.00
{
Circle Radius
6.000
Object Type
wamd
Results Action Identifier
Thrall Creator Creates!
Pickup the body
Activates on Success
Move Thrall Creator1
Tested Items Inside Location Field Name
wayp
null
Maximum Number of Items
1
Tested items Inside Field Name
null
obje
}


Move Thrall Creator1 [Move Marker]
deactivates_on_trigger
0.00, 0.00
{
Activates on Success
Make Thrall Creator Visible
Link
ThrallCreator1
}

Make Thrall Creator Visible [Unit Control]
deactivates_on_trigger
0.50, 0.50
{
Visible Flag
Activates on Execution
Thrall Creator Creates!
Link
ThrallCreator1
}

Thrall Creator Creates! [Attack]
deactivates_on_execution
0.00, 0.00
{
Link
ThrallCreator1
Activates on Success
Find New Warrior
}

Find New Warrior [Geometry Filter]
deactivates_on_successful_execution
2.50, 2.50
{
Results Action Identifier
PLAYER FORCES as SUBJ
Tested items Inside Field Name
subj
Activates on Success
Isolate New Warrior
Entire Map
Tests for Monsters of Type
wam1
Monsters (subj)
10011 (S necromancer)
}

Isolate New Warrior [Geometry Filter]
deactivates_on_successful_execution
0.00, 0.00
{
Subtract Monster Lists
Subtracted Monsters (obje)
Link
PLAYER FORCES as OBJE
PLAYER FORCES as SUBJ
Tested items Inside Field Name
subj
Results Action Identifier
Pickup the body
Entire Map
Activates on Success
Pickup the body
}

The Body
{
}

Pickup the body [Pick Up Object]
deactivates_on_successful_execution
0.00, 0.00
{
Object
Link
The Body
}

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 5:59 pm
by Pyro
You could try two "wayp" and two "obje"? This is odd.

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 7:04 pm
by fildred13
tried Two wayp, two obje. Result: pickup never gets activated.

Should I upload the plugin somewhere so you can take a look at it in loathing? Maybe I am missing something obvious?

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 7:09 pm
by Pyro
Sure, you can make a plugin or just leave it as a local folder. Make sure either way you compress it (zip, rar, or 7z).

Re: Need Suggestions on Making a Necromancer

Posted: Fri Jun 10, 2011 7:43 pm
by fildred13
Ok I'm posting it to mediafire which I've never done before, I hope I did it right.

Anyways, ignore the other meshes and monsters and stuff, most of them are placeholders/tests/embarrassing. TEST MESH FOR TESTING is the one we have been working on. thanks :)

http://www.mediafire.com/?9tn1bgyxo34byiy