More than 2 available possible Corpses for units
Posted: 16 Nov 2006, 14:40
As far as i understood, unit definitions define a corpse (say it is named "corpo").
Then, when a unit get's destroied, a function in the script is called with a parameter named "severity".
Then, we can check "severity" and choose a "corpsetype" scording to it. Hardcoded to:
Corpsetype=1 will spawn feature "corpo"+"_dead".
Corpsetype=2 will spawn feature "corpo"+"_heap".
Corpsetype=3 will not spawn anything.
That is, if i am understanding it correctly.
My point is, this is yet another example where the ability to spawn units from the scripts would solve limitations, allowing for more flexibility.
With the option to spawn units from scripts, we could check the parameter "severity" and choose one of how many diferent corpses as we would want, not just of 2 available corpses, since a unit can be a feature (like Dragon Teeths) meaning it could also be a corpse.
And because i could use more than 2 available types of corpses.
Then, when a unit get's destroied, a function in the script is called with a parameter named "severity".
Then, we can check "severity" and choose a "corpsetype" scording to it. Hardcoded to:
Corpsetype=1 will spawn feature "corpo"+"_dead".
Corpsetype=2 will spawn feature "corpo"+"_heap".
Corpsetype=3 will not spawn anything.
That is, if i am understanding it correctly.
My point is, this is yet another example where the ability to spawn units from the scripts would solve limitations, allowing for more flexibility.
With the option to spawn units from scripts, we could check the parameter "severity" and choose one of how many diferent corpses as we would want, not just of 2 available corpses, since a unit can be a feature (like Dragon Teeths) meaning it could also be a corpse.
And because i could use more than 2 available types of corpses.