So in my realisation of my second CRPL map i come across some bug.
First I used this script :
Quote
once
do(MapHeight 0)
do(MapWidth 0)
if (GetTerrain(I J) gte(10))
SetTerrainOverride(I J 2147)
endif
loop
loop
endonce
In order to protect height 10 againt creeper but i have some problems.
If i change the map height via the map editor after setting a core with this script the script didn't update even with a full reboot of the map and erasing the save. I needed to restart a fresh new map.
Also if the terrain 10 is in form of square, it get overflowed
Next it is about my script about the dynamic_emmiters. Is it possible to set a crpl tower health higher than 1 ? if it possible, then this doesn't work for me (unless i am doing it wrong)
here come a cw3 with the bug
Expected behaviour : Heigth 10 not overflown
"once" sections evaluate only once for a given core, per compile. So if you want a "once" section to run again, just recomplile scripts. Recompilation resets everything about scripts (things like 'once' counters, delay counters, etc.)
If you want to always set level 10 terrain with a terrain override per game load, then do the override loops inside a :GameLoaded function.
How are you attempting to set the health of a unit? Something like this should do it.
SetUnitAttribute(<-UID CONST_MAXHEALTH <-amt)
SetUnitAttribute(<-UID CONST_HEALTH <-amt)
Note that there is a maxhealth you should raise, not just the current health value.
Ok, So instead of a bug report i made a stupitidy report.
Thanks for the reply virgilw.
(Maybe this information will be useful for newbie on CRPL scripting)