emitters and AoO factories

Started by Mexxor, November 20, 2014, 07:24:42 AM

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Mexxor

Hi,
I remember vaguely that there is a map where the emitters do not leave a powerzone, anyone know what map that is or better, has the script for that?
I have lots of emitters in m next map coming and to make things more balanced I want the emitters to not leave a powerzone when destroyed ::)

Also for the convertfactory, is there a way to change the ammo to ac, so it requests acpackets instead of ammo packets? Can I just replace "ammo"with "ac"or should i go about it differently?

Thanks in advance
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

pawel345

In the Pass the map 3 there was a script like that, and 4 also i think. As for the other thing yes you can change form ammo to AC but remember to change it everywhere, in the canrequestac parameter and so on.

Mexxor

Thanks for the help :) I'll look into the pass the map map
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

iwishforpie2

Use CONST_AMMOAC and replace each word that says CONST_AMMO. I think that will do it.
What's a pie? I'm not a pie. I'm a pi.

Mexxor

Quote from: iwishforpie2 on November 20, 2014, 10:16:26 AM
Use CONST_AMMOAC and replace each word that says CONST_AMMO. I think that will do it.

Thanks, gonna try that in a few hours :)
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

Mexxor


# FreezeFactory.crpl
# Created on: 6/7/2014 5:30:54 PM
# ------------------------------------------

once
Self CONST_CONNECTABLE 1 SetUnitAttribute
Self CONST_REQUESTPACKETS 0 SetUnitAttribute
Self CONST_NULLIFIERDAMAGES 0 SetUnitAttribute
Self CONST_COUNTSFORVICTORY 0 SetUnitAttribute
Self CONST_ISBUILDING 1 SetUnitAttribute
Self CONST_HEALTH 0 SetUnitAttribute
"C" SetText
192 192 192 255 SetTextColor
0 SetTextX
-2 SetTextY
1 ->trigger
1 OperateWhilePaused
endonce

0 GetMouseButtonDown if
GetMouseCell ->y ->x
<-y CurrentY sub abs 2 lte if
<-x CurrentX sub abs 2 lte if
Self CONST_REQUESTPACKETS GetUnitAttribute if
Self CONST_REQUESTPACKETS 0 SetUnitAttribute
"Misc27" PlaySound
192 192 192 255 SetTextColor
else
Self CONST_REQUESTPACKETS 1 SetUnitAttribute
"Misc24" PlaySound
192 0 0 255 SetTextColor
endif
endif
endif
endif

Self CONST_ISBUILDING GetUnitAttribute eq0 if
<-trigger if
"AOO" CurrentCoords 4 sub CreateUnit ->aoo
<-aoo 0 "TYPE" "CONVERT" SetScriptVar
<-aoo CONST_ISBUILDING 0 SetUnitAttribute
"Misc28" PlaySound
3 CurrentPixelCoords 32 add -3 1 1 0.03 CreateEffect
0 ->trigger
endif
<-aoo CONST_ISDESTROYED GetUnitAttribute if
1 ->trigger
Self CONST_ISBUILDING 1 SetUnitAttribute
Self CONST_BUILDCOST "AC" 600 SetUnitAttribute
endif
endif

:awake
1 OperateWhilePaused


Ehm, i got it to accept ac instead of ammo, but now it fills up to whatever I put in the "max ac ammo" thing and then just constantly makes a new convert whenever you collect the other :O
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

iwishforpie2

The problem is stuff cannot be built by AC, you'll have to make it detect its AC ammo and produce the AoO.
What's a pie? I'm not a pie. I'm a pi.

Mexxor

hmm, so what can be done with acpackets other than bombers and sprayers?
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin