Ask Slug
#127
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
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
.
#128
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!
[url="http://"http://www.geocities.com/salrillian"]http://www.geocities.com/salrillian[/url]
[url="http://"http://www.geocities.com/evclassic"]http://www.geocities.com/evclassic[/url]
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Long Live Apple! Long Live the Mac!
[url="http://"http://www.geocities.com/salrillian"]http://www.geocities.com/salrillian[/url]
[url="http://"http://www.geocities.com/evclassic"]http://www.geocities.com/evclassic[/url]
#129
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?
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
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Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
[image removed]
#130
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!
[url="http://"http://www.geocities.com/salrillian"]http://www.geocities.com/salrillian[/url]
[url="http://"http://www.geocities.com/evclassic"]http://www.geocities.com/evclassic[/url]
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Long Live Apple! Long Live the Mac!
[url="http://"http://www.geocities.com/salrillian"]http://www.geocities.com/salrillian[/url]
[url="http://"http://www.geocities.com/evclassic"]http://www.geocities.com/evclassic[/url]
#131
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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Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
[image removed]
#132
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.
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"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"
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"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"
#134
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).
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"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"
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).
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"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
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.
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!
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Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
[image removed]
#136
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
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
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?
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?
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Eagles may soar, but weasels don't get sucked into jet engines.
-Alduran Outlaw Rick Blazer
StarLance
[image removed]