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Ask Slug

#126 User is offline   Slug 

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Posted 22 November 2000 - 10:54 PM

Any questions go here, gentlemen.

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Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance

[This message has been edited by Slug (edited 11-22-2000).]
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#127 User is offline   Pyro 

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Posted 23 November 2000 - 11:21 AM

you know its sad that my panetarion topic has just as many posts and it hasnt been around very long.
ATTN newbies: post hera questions here not anywhere else, just here.

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"Who's next?"
-- Champion Maxwell Mokrev to an underling after leaping a fortress wall, killing 19 enemy SpaceMen, jumping into a tank, and crashing through all of the walls of the fortress, leaving nothing standing.
nickel count: 5
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#128 User is offline   Macintosh Man 

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Posted 25 November 2000 - 10:12 PM

How do you use the conditions to make it nesecary to capture more than one planet to pass a level?

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Long Live Apple! Long Live the Mac!
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#129 User is offline   Slug 

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Posted 26 November 2000 - 02:20 AM

Quote

Originally posted by Macintosh Man:
How do you use the conditions to make it nesecary to capture more than one planet to pass a level?


Let's assume there are 3 planets that needed capturing. Here's a basic one:

IF OBJECT (planet 1) IS OWNED BY PLAYER (you)
>THEN CHANGESCORE 1/0 BY 1

IF OBJECT (planet 2) IS OWNED BY PLAYER (you)
>THEN CHANGESCORE 1/0 BY 1

IF OBJECT (planet 3) IS OWNED BY PLAYER (you)
>THEN CHANGESCORE 1/0 BY 1

Finally make a fourth condition:
IF COUNTER 1/0 IS 3
>THEN DECLAREWINNER (you)

You see, each time each planet is captured, counter 1/0 (counter 1 player 0 [assuming you're player 0]) is added to by one. When counter 1/0 reaches 3 (meaning all three planets have been captured), the the DECLAREWINNER action sets in. I hope you do well on your plugin!

Slug

------------------
Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
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#130 User is offline   Macintosh Man 

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Posted 28 November 2000 - 08:45 PM

Yes, but what if you lose one of those planets? how can you make the counter set back one? In chapter 19 a strange condition is used, and I don't know how to use it.

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Long Live Apple! Long Live the Mac!
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#131 User is offline   Slug 

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Posted 29 November 2000 - 12:24 AM

It uses the AlterConditionTrueYet command, which activates other conditions. When you Capture the other moons (increasing the counter), it makes it possible for the Cantharans to recapture the moons and reduce the counter back. Make it so the DON'T CHECK IF INACTIVE flags are unchecked for the conditions and actions.

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Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
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#132 User is offline   Mag Steelglass 

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Posted 29 November 2000 - 09:35 AM

Ah, but b6 doesn't seem to be able to have conditions that are initially inactive. Found that out the hard way. Posted Image

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#133 User is offline   Slug 

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Posted 29 November 2000 - 07:12 PM

Are you sure? In the conditions box, just check the INITIALLY INACTIVE flag on for said condition.

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Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
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#134 User is offline   Mag Steelglass 

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Posted 29 November 2000 - 11:57 PM

Yep. That's what I did. I've had two things happen before when I did that:

1. It gives me a weird error message, something about a flagship of -1, when the requirements are met (doesn't matter if I've altered condition true yet or not), quits Ares, and tells me to restart.

2. It does the condition normally when the requirements are met (doesn't matter if I've altered condition true yet or not).

------------------
"Oi, oi, oi, me got a hurt n here
Oi, oi, oi, me smell a ting is near
Me gonna bosh and me gonna nosh
An da hurt'll dissapear"

#135 User is offline   Slug 

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Posted 30 November 2000 - 09:32 PM

Quote

Originally posted by Mag Steelglass:
1. It gives me a weird error message, something about a flagship of -1, when the requirements are met (doesn't matter if I've altered condition true yet or not), quits Ares, and tells me to restart.


Go to the acenario objects, and uncheck the IS PLAYER SHIP flag for all ships belonging to player -1.

Quote

2. It does the condition normally when the requirements are met (doesn't matter if I've altered condition true yet or not).


But that only works if the condition is inactive in the first place! Posted Image

------------------
Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
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#136 User is offline   8 Lightnings 

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Posted 03 December 2000 - 03:41 AM

Three questions:

1. I have a level where I want the player to disable a ship, a Sal Carrier and then board it. I made two ships: a Sal Carrier duplicate with a bunch of flags gone, like CanEngage, CanBeEngaged, etc., and also a Sal Carrier duplicate that had it's destroy settings to create one of the other carriers. I also have an assault transport with no EVA troopers. Disabling the carrier seems to work, but it often drifts rapidly in one direction. But the computer tends to crash shortly afterwards. What should I do here?

2. Is there any way to get the names to be correct in the little info displays that come up in briefings? They have a tendency to be wrong no matter what I do?

3. What happened to the rest of you Elasi fleet that you were going to pick up before the StarLance came? Can something be done with them? Just curious, you know...


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8 Lightnings
Otherwise known as the Eclipse Knight
More Info on THAT to come...
"CRUISER DESTROYED. 91 remaining" -Ares, chapter 9, Hand Over Fist

#137 User is offline   Slug 

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Posted 03 December 2000 - 04:54 PM

Quote

Originally posted by 8 Lightnings:
Three questions:

1. I have a level where I want the player to disable a ship, a Sal Carrier and then board it. I made two ships: a Sal Carrier duplicate with a bunch of flags gone, like CanEngage, CanBeEngaged, etc., and also a Sal Carrier duplicate that had it's destroy settings to create one of the other carriers. I also have an assault transport with no EVA troopers. Disabling the carrier seems to work, but it often drifts rapidly in one direction. But the computer tends to crash shortly afterwards. What should I do here?


First of all, don't use a normal carrier in the level. Make a duplicate, except have the DONT DIE WHEN DESTROYED and NEUTRAL DEATH flags set to on. Make it's death sequence so it changes it's object type to a bunker station with the Salrilian Carrier's sprite. It will be motionless, not shootable, won't shoot, and you can capture it with EVA troopers from the Assault transport.

Quote

2. Is there any way to get the names to be correct in the little info displays that come up in briefings? They have a tendency to be wrong no matter what I do?


The next beta of Hera (coming soon, as Andrew Welch told me)

Quote

3. What happened to the rest of you Elasi fleet that you were going to pick up before the StarLance came? Can something be done with them? Just curious, you know...


When they disappeared, they disappeared in the Hatares Sector. Coincidence? Posted Image

------------------
Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
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#138 User is offline   Slug 

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Posted 04 December 2000 - 01:28 AM

Slug is leaving, ask someone else.

------------------
Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
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