Re: Uncontrollable units damge doesnt count
Posted: Sun Jul 08, 2012 9:48 am
Again thanks Pyro for all the help. I would have probably spent 2 more weeks to get this far if I didnt have your help.
I was wondering if you or anyone could tell me if this part of my Script is working like I think it is. I am getting the results I want (I think) but I am not sure if it is for the right reasons.
What I have done so far is have the "Exp count" going like you showed me. That is working good. The first "Exp count" ends after the "Training" period. (A new one starts after training.) There are only Dogs left when the "Training" is over. This way the next kill a Dog makes means it is another dog they killed. I used the idea that you suggested where I have 8 unique dogs that all drop a unique object at death.
Basically what happens is. After "Training" the first "vet count" stops. That locks in the Exp number that the dog gained during "Training" in an "Exp >" TUNI. When that dog kills another that TUNI succeeds, which starts a GEOM that looks for the Unique Object the dead dog dropped. That starts a CTRL that (for now) kills the Jman "Trainer" on the dead dogs team. At this point I have another "Exp count" to continue so if that dog kills another dog it will start the Geom again. I have that done but, I am not sure if after the first dog it kills ,the GEOM stops. When it kills its second dog the Geom does find the "Unique Object" and kills that dog's "Trainer". Which is what I want but, I'm not sure if it the GEOM staying active after the first kill or if it is being restarted by the "Vet count" like it should. I have the Geoms (2 right now) to Expire on Execution, which if I understand how that works exactly, that GEOM should only do one Test and then need to be started again to do another GEOM test. Is that right?
Hopefully I was able to explain this well. I get confused trying to keep it all straight. I have this part of the script can you tell me if the Geom is being reset and starting again, or is it being started and staying active?
Thanks Sam
Start Dog Kill Count a [Test Unit]
only_initial_delay
deactivates_on_successful_execution
1.00, 1.00
{
Monsters
10656 (wolf special T0)
Experience Greater Than
0
Activates on Success
T1 Dog Dead?
VCa Fight T0
T2 Dog Dead?
}
VCa Fight T0 [Mathematics]
deactivates_on_successful_execution
0.00, 0.00
{
Left Action Identifier
Start Dog Kill Count a
Left Field Name
exp>
Right Integer
5
Add
true
Destination Action Identifier
Start Dog Kill Count a
Destination Field Name
exp>
Activates on Execution
Start Dog Kill Count a
}
T1 Dog Dead? [Geometry Filter]
deactivates_on_execution
0.00, 0.00
{
Object Type
wabv
Circle Centerpoint (Monster)
10656 (wolf special T0)
Circle Radius
3.001
Minimum Number of Items
1
Activates on Success
W0 P W1
Results Action Identifier
W0 P W1
Tested items Inside Field Name
obje
Minimum Number of Items
1
}
W0 P W1 [Pick Up Object]
deactivates_on_successful_execution
0.00, 0.00
{
Object
Link
Wolf 0
Activates on Activation
Kill T 1 Jman
}
Kill T 1 Jman [Unit Control]
deactivates_on_trigger
0.00, 0.00
{
Monsters
10640 (journeyman DOG FIGHTS Player)
Kill Monsters
0
}
T2 Dog Dead? [Geometry Filter]
deactivates_on_execution
0.00, 0.00
{
Object Type
wabw
Circle Centerpoint (Monster)
10656 (wolf special T0)
Circle Radius
3.001
Minimum Number of Items
1
Activates on Success
W0 P W2
Results Action Identifier
W0 P W2
Tested items Inside Field Name
obje
Minimum Number of Items
1
}
W0 P W2 [Pick Up Object]
deactivates_on_successful_execution
0.00, 0.00
{
Object
Link
Wolf 0
Activates on Activation
Kill T 2 Jman
}
Kill T 2 Jman [Unit Control]
deactivates_on_trigger
0.00, 0.00
{
Monsters
10641 (journeyman DOG FIGHTS Player)
Kill Monsters
0
}
I was wondering if you or anyone could tell me if this part of my Script is working like I think it is. I am getting the results I want (I think) but I am not sure if it is for the right reasons.
What I have done so far is have the "Exp count" going like you showed me. That is working good. The first "Exp count" ends after the "Training" period. (A new one starts after training.) There are only Dogs left when the "Training" is over. This way the next kill a Dog makes means it is another dog they killed. I used the idea that you suggested where I have 8 unique dogs that all drop a unique object at death.
Basically what happens is. After "Training" the first "vet count" stops. That locks in the Exp number that the dog gained during "Training" in an "Exp >" TUNI. When that dog kills another that TUNI succeeds, which starts a GEOM that looks for the Unique Object the dead dog dropped. That starts a CTRL that (for now) kills the Jman "Trainer" on the dead dogs team. At this point I have another "Exp count" to continue so if that dog kills another dog it will start the Geom again. I have that done but, I am not sure if after the first dog it kills ,the GEOM stops. When it kills its second dog the Geom does find the "Unique Object" and kills that dog's "Trainer". Which is what I want but, I'm not sure if it the GEOM staying active after the first kill or if it is being restarted by the "Vet count" like it should. I have the Geoms (2 right now) to Expire on Execution, which if I understand how that works exactly, that GEOM should only do one Test and then need to be started again to do another GEOM test. Is that right?
Hopefully I was able to explain this well. I get confused trying to keep it all straight. I have this part of the script can you tell me if the Geom is being reset and starting again, or is it being started and staying active?
Thanks Sam
Start Dog Kill Count a [Test Unit]
only_initial_delay
deactivates_on_successful_execution
1.00, 1.00
{
Monsters
10656 (wolf special T0)
Experience Greater Than
0
Activates on Success
T1 Dog Dead?
VCa Fight T0
T2 Dog Dead?
}
VCa Fight T0 [Mathematics]
deactivates_on_successful_execution
0.00, 0.00
{
Left Action Identifier
Start Dog Kill Count a
Left Field Name
exp>
Right Integer
5
Add
true
Destination Action Identifier
Start Dog Kill Count a
Destination Field Name
exp>
Activates on Execution
Start Dog Kill Count a
}
T1 Dog Dead? [Geometry Filter]
deactivates_on_execution
0.00, 0.00
{
Object Type
wabv
Circle Centerpoint (Monster)
10656 (wolf special T0)
Circle Radius
3.001
Minimum Number of Items
1
Activates on Success
W0 P W1
Results Action Identifier
W0 P W1
Tested items Inside Field Name
obje
Minimum Number of Items
1
}
W0 P W1 [Pick Up Object]
deactivates_on_successful_execution
0.00, 0.00
{
Object
Link
Wolf 0
Activates on Activation
Kill T 1 Jman
}
Kill T 1 Jman [Unit Control]
deactivates_on_trigger
0.00, 0.00
{
Monsters
10640 (journeyman DOG FIGHTS Player)
Kill Monsters
0
}
T2 Dog Dead? [Geometry Filter]
deactivates_on_execution
0.00, 0.00
{
Object Type
wabw
Circle Centerpoint (Monster)
10656 (wolf special T0)
Circle Radius
3.001
Minimum Number of Items
1
Activates on Success
W0 P W2
Results Action Identifier
W0 P W2
Tested items Inside Field Name
obje
Minimum Number of Items
1
}
W0 P W2 [Pick Up Object]
deactivates_on_successful_execution
0.00, 0.00
{
Object
Link
Wolf 0
Activates on Activation
Kill T 2 Jman
}
Kill T 2 Jman [Unit Control]
deactivates_on_trigger
0.00, 0.00
{
Monsters
10641 (journeyman DOG FIGHTS Player)
Kill Monsters
0
}