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monster extended flags
Posted: Fri Sep 11, 2009 9:25 am
by Point
1.7
pc mac fear are different though i switch back and forth to set extended flags..
one thing I am finding or wondering is sometimes extended flags dont seem to work when checked..... are there combinations of flags that overide each other or dont add up to the right numbers in the terrain values or something...
x -dont close on targets should make missle units not move closer to targets...? though doesnt seem to
x- shift click targets group should make a missle unit target a group like melee do right? doesnt seem to.
etc ...
anyone put together a new list of the terrain values that should show up when flags are checked... to work, maybe the pc to mac thing looses some in translation anyway if anyone has a handle on this let me know... thanks.
Re: monster extended flags
Posted: Fri Sep 11, 2009 9:45 pm
by Pyro
I did some research as well as looked at the old
1.4 Mapmaker Guide. You would be surprised what you learn if you actually try and experiment with Fear. Maybe try it sometime!
[/hint] This is what I noticed, this
Extended Flag Terrain Cost image shows which values go with what extended flags.
I also noticed a few bugs. If you tried checking all the flags that go for the Grass (or Desert) Terrain Cost it will cancel them all for that set of flags. Also, place a value of 255 on any terrain cost, then press OK. Open the terrain parameters for that monster tag and that terrain will be unchecked. Any flags connected to that terrain would now be unchecked. This issue is likely the reason you can't check all the flags connected to Grass and Desert terrain for the same unit.
EDIT: I forgot to mention that if a Mac user wants to use more than one extended flag that belong with the same terrain type cost, just add the values to get the one you will end up using in Fear.
Re: monster extended flags
Posted: Sun Sep 13, 2009 4:12 pm
by Point
cool thanks pryo i will check it out...
as for experimenting with fear i do and thats the reason why this project has taken so flipping long...
trying to get those experiments not to explode
lol or in many cases explode with the right effect and damage
Re: monster extended flags
Posted: Sun Sep 13, 2009 4:20 pm
by Pyro
Well the way I figured out the values was to open Fear and check one of the extended flags, then click OK. I then check the terrain cost values to see what changed. The 1.4 mapmaker guide tells you most of those. So little experimentation was needed to figure it all out. This is without even loading Myth, all you needed was PC Fear which sounds like you already had. If you could not use PC Fear, then experimentation would not be very effective for you.
Re: monster extended flags
Posted: Sun Sep 13, 2009 5:39 pm
by Point
all the numbers added up as they were supposed to in each field... so pc and mac fear were translating back and forth...
now i guess the question is which behaviors cancel out the other... or which truly does nothing...
ie mixes missle and melee behaviour could say cancels out doesn't close on target...
or shift click targets group is killed off by double click selects by monster type or maybe neither works if the unit has no melee attack...
I dont know checking boxes in fear just to see... still doesnt work as easy as check the box and walla presto game on
Re: monster extended flags
Posted: Sun Sep 13, 2009 6:56 pm
by Pyro
I don't know how much more I have to simplify it for you, but one of the things you mentioned in your original post was about terrain cost values. You asked for a list of them. This is what I am referring to as being easy to do in Fear without loading Myth at all.
As for your issues with your unit behavior, I do not know. Your local folder sounds like a minefield as it is. Maybe experiment with default things with a fresh local with standard units. Work your way from there.
As a sidenote, you are using "ie" wrong. You use "e.g." for examples and "i.e." for extra details which would be like saying "that is".