Kills counting
Kills counting
Is it possible to remove enemies form the map using "Delete Monsters" and make them not count as killed enemies? You know, when the final picture after level appears it shows me 100 more enemies than I have really killed, because these which I removed using script are also counted.
Why do want to delete em ? Did you try to just make em invisible - this doesnt count as killing, right?
Or maybe you could make units that you want to delete belong to 3rd gourps so they will not count as enemy units ( of course only if Light troops do not have to fight em )
Or maybe you could make units that you want to delete belong to 3rd gourps so they will not count as enemy units ( of course only if Light troops do not have to fight em )
"As long as a single one of us stands..."
Heh, sometimes I feel very stupid... I had to remove some player and enemy units using Delete Monsters and to do that with player forces, I made them uncontrollable first, but I didn't realise that I can do the same thing with enemies
Thanks A-red and Tir, yeah, I could do that, but I really had to get rid of them, otherwise, they would be used in MOMA (which I don't want), which works with invisible units, so that wouldn't be a good solution, but thanks
Thanks A-red and Tir, yeah, I could do that, but I really had to get rid of them, otherwise, they would be used in MOMA (which I don't want), which works with invisible units, so that wouldn't be a good solution, but thanks
In a map I made, I wanted to add wights that would not belong to anyone, but that would attack when the script says so. So in Fear, I made the wights "Ambient Life" for Class in the monster tag. I also checked the flag "If Ambient, can be targetted normally". In Loathing I had those wights in Team -1 marked as "Uncontrollable" and "Is ambient life". When they are killed the player doesn't get kills (shields/skulls) for them. And you do not hear casualty.
No, that's the way it works. Conversely, if a unit starts out Uncontrollable in the unit palette and then you script a change to controllable, it *doesn't* count as a casualty.gugusm wrote:HAHA, here comes the next problem, when I select Is Uncontrollable in a unit window, everything works fine, but if I want to do it by script, it seems that Uncontrollable flag in CTRL action doesn't work fine. Casualty sound is still played, unit is counted as killed etc. Am I missing something?
You need these units to start out controllable? You can't duplicate the units in the unit palette and make an uncontrollable version? Without knowing what you're doing exactly, it's hard to make any more suggestions.
Based on what you've said so far, I would recommend making them invisible rather than deleting them, and Mungering them out of the MOMA as you do it.
A-Red
Yeah, I thought about it, but MOMA is not the only problem, it's very complex and I don't want you to read all boring issues... The only solution for me is to delete them. Hmm... I'll have to think what to do now. Thanks for your replies.
BTW: If that's the way how it works, what Uncontrollable flag does, if it doesn't remove casualty sound as it reads in it's description?
BTW: If that's the way how it works, what Uncontrollable flag does, if it doesn't remove casualty sound as it reads in it's description?
Uncontrollable *does* make units not count as casualties, but they have to be uncontrollable the moment they are created. You could probably make it work by making them visible and uncontrollable in the same CTRL--but that doesn't help you either. The flag also keeps units from giving you visibility (which works no matter when you activate it).