Ambrosia Garden Archive
    • Automating A transport to collect prisoners....


      How could I make a mission where you have to stop a transport from collecting prisoners you've captured. They'd be in cells and the transport would have to blow up the cell, retrieve the captives and drop them somewhere else. My problem is getting the transport to wait until all the men that can be loaded on are loaded on - no more, no less. If a prisoner is destroyed by weapon fire I don't want the transport to wait around for it (i.e. wait until it has 5 men or something). How can I do this?

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      And so Shrout1 finally arrived
      And there was Excessive Cheating™

      (This message has been edited by Shrout1 (edited 12-28-2001).)

    • First set counter 0 to five by making a condition that says if time = 1. Have its action to use the "Change score" command to set counter 0 of player 0 to five. Have each guy collected subtract one unit from counter 0 of player 0. Have each guy killed subtract one unit from counter 0 of player 0. Have a condition that says if counter 0 = 0 of player 0. Have it tell the transport where to go next by using the "Set destination" action.

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      (This message has been edited by brookeview (edited 12-28-2001).)

      (This message has been edited by brookeview (edited 12-28-2001).)

    • What would condition would I use to tell if a guy had been collected vs. destroyed. It can't be "If initial object is destroyed" for its destruction & how could I tell if it was collected?

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      And so Shrout1 finally arrived
      And there was Excessive Cheating™

    • Find the "guy" object that you are using for the guys to be picked up. In the objects editor click the actions tab. Make the collide action and the destroy action use the "change score" action. It should change score #0 of player #0 the amount field should be set to -1.

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      Listed in the top 15 Ares plugin developers by Brookeview Technologies Worldwide.
      (url="http://"http://homepage.mac.com/brookeview2/")Screen shots of upcoming plugins and downloads(/url)
      Everywhere but the Macaddict fourms : Brookeview

    • Thanks for all this help, it is appreciated

      I'm still unclear on a few things. Since the prisoners will not be on the map when you first start playing, they are not initial objects. How do I determine when a man has been destroyed. Like I said, I can't use the "If Initial Object #? Is Destroyed" because it is not an initial object.

      You are also saying (tell me if I'm right) when a guy is collected - on his collide sequence, it adds one to a counter. When a guy is destroyed it also adds one to this counter, so when all five men have been either destroyed or collected the transport will move on.

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      And so Shrout1 finally arrived
      And there was Excessive Cheating™

    • Subtracts from the counter. So when the counter reaches 0 it moves on. IF you want I can send you a small level to show you what I mean... you can work from that

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      Listed in the top 15 Ares plugin developers by Brookeview Technologies Worldwide.
      (url="http://"http://homepage.mac.com/brookeview2/")Screen shots of upcoming plugins and downloads(/url)
      Everywhere but the Macaddict fourms : Brookeview

    • No, that's all right, I see what you mean. Is there an advantage to subtracting vs. adding?

      I can't have it subtract from the counter on the die action because when you collide with it doesn't it run that sequence? How can you tell whether its been destroyed or collected if its die sequence is used when it is collected?

      If the die sequence is used in both situations (collect/destruction) could I have it so that the counter is affected only by the die sequence? This seems like it would subtract from the counter in any circumstance, but I'm not sure.

      ------------------
      And so Shrout1 finally arrived
      And there was Excessive Cheating™

    • Nope... But the way I told it was set up for subtracting... I tried it here and it was a bit more complex than I thought... I finally got it to work though.

      I can't have it subtract from the counter on the die action because when you collide with it doesn't it run that sequence? How can you tell whether its been destroyed or collected if its die sequence is used when it is collected?

      If you want to tell between the two make the die sequence alter counter 1 instead of counter 0 and change the other stuff accordingly. I set it up so that when all 5 guys were gone ( collected or dead) the transport moves on.

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      Listed in the top 15 Ares plugin developers by Brookeview Technologies Worldwide.
      (url="http://"http://homepage.mac.com/brookeview2/")Screen shots of upcoming plugins and downloads(/url)
      Everywhere but the Macaddict fourms : Brookeview

    • Actually, sending an example might help. I kinda see what you're saying, and kinda don't. I'm going to be releasing this plug as soon as I can and I'll be sure to stick your name in the Readme. My e-mail is C3PShrout@aol.com (ignore all Star Wars connotations). I'll also e-mail you a more detailed explanation of what I'm doing, maybe you can help me on some other stuff too - don't worry, nothing in depth but just some help on know-how.

      ------------------
      And so Shrout1 finally arrived
      And there was Excessive Cheating™

    • Hera killed my example plug for you and one of my own projects... I'll have the example ready sometime tomorrow.

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      Listed in the top 15 Ares plugin developers by Brookeview Technologies Worldwide.
      (url="http://"http://homepage.mac.com/brookeview2/")Screen shots of upcoming plugins and downloads(/url)
      Everywhere but the Macaddict fourms : Brookeview

      (This message has been edited by brookeview (edited 12-29-2001).)