GEOM Scipt - no result at all

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Phex
Posts: 251
Joined: Tue Aug 24, 2004 6:26 pm

Post by Phex »

I have a map where one unit ("monster") is supposed to go to the dead body of another unit when this unit dies.

My idea is:
1) The target unit dies and drops a projectile (called "besp"). This projectile will also show up on a hard death and land plain on the ground where the target unit exploded.
2) The second unit goes to the projectile location (and so it goes to the dead body)

Here s my script:
~Monster~: contains the unit subj

~dead body location~

GEOM test for dead body (initially active)
Entire Map
Object Type: besp
Results Action Identifier: ~dead body location~
Maximum Number of Items: 1
Tested items Inside Field Name: wayp
Activates on Success: move to dead body

MOVE move to dead body
Link: ~Monster~, ~dead body location~


The result:
Nothing happens at all. Nothing. :evil: I can see the "besp" projectile laying on the ground, but the "monster" wont move a single step towards it.
Can anyone help me?

rgds,
- Phex.
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A-Red
Posts: 771
Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

The GEOM action has a "tested items inside location field name" for locations rather than objects themselves. I have never used it, but it is probably what you need to use, instead of the plain "tested items inside field name."

Alternatively, you could have your unit pick up the object rather than move to the location. There is a recent thread on this forum called "picking up objects" in which we figured out exactly how to use a GEOM in conjunction with a PICK.

A-Red
Sam The Butcher
Posts: 118
Joined: Tue May 04, 2004 5:53 pm

Post by Sam The Butcher »

Hey Red, did you try to get the unit to pick up? I was the one that posted the question. I tried all suggestions and nothing worked. For the pick up command, I found no way to be able to have a unit pick something up with out the object being on the map from the beginning so it can be selected for the pick up command. It seems that pick up HAS to have an object selected. Link wont work. I even tried starting with the flame arrows on the ground, then scripted the arcs to pick them up. That way when scripting I could select the arrows for the pick up command, but when the arcs pick them up and die, then drop them. I don't think they count as the same object anymore. Testing other parts I could get the arcs to taunt when a flame arrow was around. So the geom part is working. The prob is in the pick up command. I tried lots of stuff, but I could still be doing something wrong. If you were able to get it to work please let me know in detail how you did it. As a matter of fact I will PayPal 10$ to anyone who can show me how to. Make a challenge mb get more minds involved:)
Thanks

Edit: Actually I should say the 1st person to solve this.




Edited By Sam The Butcher on 1110492805
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A-Red
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Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

Are you sure you read that thread all the way to the end, Sam? Walrus got it to work by changing the "proj" in the "tested items" field to an "obje."
Sam The Butcher
Posts: 118
Joined: Tue May 04, 2004 5:53 pm

Post by Sam The Butcher »

Yea I did. I thought of something that a didnt b4 now that you mentioned it again. For the "tested item inside field name" in parameters do I put "obje"? Right now I have "wayp" to match Shivers script for attacking sats. I dont have a prob getting the geom to find the arrows. The prob I have is with the "pick up" command. It asks like mandatory for you to select the object to pick up. If I leave that blank then place a link to the geom results nothing happens. Like I said I could still be missing something. Maybe some1 that did get it to work could show me the scripting they used. Thanks



Edited By Sam The Butcher on 1110498256
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Phex
Posts: 251
Joined: Tue Aug 24, 2004 6:26 pm

Post by Phex »

Thanks Red, that worked! :cool:

Btw, is it possible that TUNIs do not work on multiplayer maps? Which would bring me to another question: what map actions are allowed on multimaps?
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Phex
Posts: 251
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Post by Phex »

Sure TUNIs work. :nocomment:
I should think about things before posting.
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