can this script be adjusted....???
Posted: Fri Mar 12, 2010 7:44 pm
can this script be adjusted....???
CWR found a bug...or an opportunity? I left in the old B&G keg thrower follow the cannon script in some maps... and replacement taunt to re activate script... thought it was nifty to have the new replacement artillery man follow around the manned cannon...
anyway when the replacement dies first before the canon seems it can go blue...
so before I delete that part of the script and the part that has the game end when only a artillery piece is left...
any thoughts if the script could be easily altered for good
maybe have the replacement simply pick up the dropped cannon when the artillery unit dies... ?
here is the map action that is set for each cannon ...
team A Cannon #1? [Test Unit]
deactivates_on_execution
0.00, 0.00
{
Unit Count Greater Than
0
Link
<team A cannon #1>
Activates on Success
team A Kegger #1 Follows
Activates on Failure
Add Team A Kegger #1 to Reserve
<team A cannon #1>
{
(subj, monster_identifier)
10154 (_CwR- U-Canon P-Mon)
<team A cannon #1 obje>
{
(obje, monster_identifier)
10154 (_CwR- U-Canon P-Mon)
<team A kegger #1>
{
(subj, monster_identifier)
10165 (_CwR- U-SoldierCan-Mon)
}
team A Kegger #1 Follows [Follow]
deactivates_never
1.00, 1.00
{
Link
<team A kegger #1>
<team A cannon #1 obje>
Follow Radius
1.200
Radius
10.001
Abandoned Actions
team A #1 is blue
Activates On Activation
Team A Cannon #1 Taunting
Followed Elimination Actions
Add Team A Kegger #1 to Reserve
Follower Elimination Actions
team A #1 is blue
}
Team A Cannon #1 Taunting [Test Unit]
deactivates_on_successful_execution
0.20, 0.40
{
Link
<team A cannon #1>
Unit Is Taunting
Deactivates On Success
team A Kegger #1 Follows
Activates on Success
Add Team A Kegger #1 to Reserve
team A #1 is blue
}
Add Team A Kegger #1 to Reserve [Geometry Filter]
deactivates_on_successful_execution
0.50, 0.50
{
Link
<team A kegger #1>
<team A reserve keggers>
Entire Map
Results Action Identifier
<team A reserve keggers>
Tested items Inside Field Name
subj
}
team A #1 is blue [Unit Control]
deactivates_on_trigger
0.00, 0.00
{
Link
<team A cannon #1>
Activates on Success
team A Cannon #1 Idle
Add Team A Cannon #1 to Reserve
Does Not Autotarget Flag
true
Cannot Be Autotargeted Flag
true
Held Flag
true
}
team A Cannon #1 Idle [General Action]
deactivates_on_trigger
0.00, 0.00
{
Command Type
0
Link
<team A cannon #1>
}
Add Team A Cannon #1 to Reserve [Geometry Filter]
deactivates_on_successful_execution
0.50, 0.50
{
Link
<team A cannon #1>
<team A blue cannon>
Entire Map
Results Action Identifier
<team A blue cannon>
Tested items Inside Field Name
subj
}
CWR found a bug...or an opportunity? I left in the old B&G keg thrower follow the cannon script in some maps... and replacement taunt to re activate script... thought it was nifty to have the new replacement artillery man follow around the manned cannon...
anyway when the replacement dies first before the canon seems it can go blue...
so before I delete that part of the script and the part that has the game end when only a artillery piece is left...
any thoughts if the script could be easily altered for good
maybe have the replacement simply pick up the dropped cannon when the artillery unit dies... ?
here is the map action that is set for each cannon ...
team A Cannon #1? [Test Unit]
deactivates_on_execution
0.00, 0.00
{
Unit Count Greater Than
0
Link
<team A cannon #1>
Activates on Success
team A Kegger #1 Follows
Activates on Failure
Add Team A Kegger #1 to Reserve
<team A cannon #1>
{
(subj, monster_identifier)
10154 (_CwR- U-Canon P-Mon)
<team A cannon #1 obje>
{
(obje, monster_identifier)
10154 (_CwR- U-Canon P-Mon)
<team A kegger #1>
{
(subj, monster_identifier)
10165 (_CwR- U-SoldierCan-Mon)
}
team A Kegger #1 Follows [Follow]
deactivates_never
1.00, 1.00
{
Link
<team A kegger #1>
<team A cannon #1 obje>
Follow Radius
1.200
Radius
10.001
Abandoned Actions
team A #1 is blue
Activates On Activation
Team A Cannon #1 Taunting
Followed Elimination Actions
Add Team A Kegger #1 to Reserve
Follower Elimination Actions
team A #1 is blue
}
Team A Cannon #1 Taunting [Test Unit]
deactivates_on_successful_execution
0.20, 0.40
{
Link
<team A cannon #1>
Unit Is Taunting
Deactivates On Success
team A Kegger #1 Follows
Activates on Success
Add Team A Kegger #1 to Reserve
team A #1 is blue
}
Add Team A Kegger #1 to Reserve [Geometry Filter]
deactivates_on_successful_execution
0.50, 0.50
{
Link
<team A kegger #1>
<team A reserve keggers>
Entire Map
Results Action Identifier
<team A reserve keggers>
Tested items Inside Field Name
subj
}
team A #1 is blue [Unit Control]
deactivates_on_trigger
0.00, 0.00
{
Link
<team A cannon #1>
Activates on Success
team A Cannon #1 Idle
Add Team A Cannon #1 to Reserve
Does Not Autotarget Flag
true
Cannot Be Autotargeted Flag
true
Held Flag
true
}
team A Cannon #1 Idle [General Action]
deactivates_on_trigger
0.00, 0.00
{
Command Type
0
Link
<team A cannon #1>
}
Add Team A Cannon #1 to Reserve [Geometry Filter]
deactivates_on_successful_execution
0.50, 0.50
{
Link
<team A cannon #1>
<team A blue cannon>
Entire Map
Results Action Identifier
<team A blue cannon>
Tested items Inside Field Name
subj
}