questions for the script master zwzsg. - Page 2

questions for the script master zwzsg.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

When I heard that it was possible to have "death animation", that the dev made it so the engine wait till the "Killed(.,.)" function return to actually remove the unit, I though "great, I can make transport unload everything in their Killed(.,.)". Sadly, it doesn't work, because the engine kills every attached unit as soon as the transport reach 0 health, instead of waiting the end of the Killed(.,.) death sequence of the transport to kill attached units.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

The 'ReleaseHeld' FBI tag was added by ILMTitan ( r3587, 2007-04-08 ).
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

so, lets see we can use this script to plop all units as soon as the unit does it's unload animation!

Hmm, I may have to try and use it in gundam. I wonder if we can adapt it for the ee transports? Does swta still use something similar?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

zwzsg wrote:Or whatever other event the bos can be made aware of.
You can Lua in a new command AFAIK.
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

Did you ever release your space slug? That really neat.
Do you think you'll ever make a random mod out of all the units you've done major scripting breakthroughs on?
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rcdraco
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Joined: 22 Nov 2006, 02:50

Important

Post by rcdraco »

Why does Smoth keep writing in Pink? It's annoying and makes my monitor squeel.
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Zodius
Posts: 12
Joined: 07 Jan 2006, 12:49

Re: questions for the script master zwzsg.

Post by Zodius »

zwzsg wrote:It should be noted that Zodius made those True WalkScript first, he calls them Zbot, and he claim his don't suffer from my bug of sometimes lifting all legs at once. I didn't say those true walkscript don't work in Spring.
Yay! I will have to get around to telling you how that works some day.

As for not working in spring, this is because Springs coordinate system is radically different from TA's and as such causes the walking to fail if the unit has to turn. If i knew more about the coordinate system, I could make it spring compatable, but it may still retain the problem Z mentioned of it not working right on slopes.

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