TA CTG - 'Capture the Gate'
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- TheRegisteredOne
- Posts: 398
- Joined: 10 Dec 2005, 21:39
a better way to do this is declare a var as "have_built", initialize it as 0 in create(), and in the build script, write in the beginningOptimus Prime wrote:if the flag shall only build one commander and nothing more, thats easy by scripting. Just add the line sleep 999999999; behind the line where a unit is built. Dont know which line exactly, but my teleporter worked a bit this way.Kixxe wrote:Um... btw.. how do you stop the flag from makeing sevral commanders?
while(have_built){
sleep 1;
}
and have_built = 1; at the end
it should then sleep forever
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Execution of the "while" condition is probably slower than the execution of a "sleep" order so it would probably be faster to:TheRegisteredOne wrote:...
while(have_built){
sleep 1;
}
...
while(have_built){
sleep 9999...;
}
Making it sleep forever but only making the "while" check .. almost never but the first time.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
What about making the flag be commander=1 and the correct unit id. Then you could change the commander to not be commander=1 and change the unitid to be something else. I think this would fix the reclam problem, because I don't think commanders can be reclamed. With a high enough damage multiplier, health, autoregen and a short range free deflector, (about 50px) it would be almost invournable. Then set its max speed to about .00001. This would also fix the storage problem, because the gate would be a commander.
Edit: I remember a "soft" or "hard" mutator for TA:M that would allow you to do something like this. Does commander=1 make your unit invounerable to capture?
Edit: I remember a "soft" or "hard" mutator for TA:M that would allow you to do something like this. Does commander=1 make your unit invounerable to capture?
Guessmyname wrote:Hmm. Haven't done some tweaking, Spring thinks the Gate is a mobile unit (despite its lack of movement tags and canmove=0; in the fbi).
Flozi, spring doesn't go nuts when more than one unit has the commander=1; tag.
Other things to do:
Make Gate invincible
Get Gate to build stuff (not my forte. See the thread about the buggy Psychasi commander that refuses to build. Still not been able to fix that by the way)
Poke devs into including a cannotbereclaimed tag (having checked, isn't there)
Poke devs into making it so that the commanders being mobile unit is not hardcoded (I'm guessing thats the problem)
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07