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Post by Perfect Grunt on Jun 16, 2006 8:56:02 GMT -8
I'm back!!!
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GooRoo
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Post by GooRoo on Jun 20, 2006 11:33:38 GMT -8
Okay, I just discovered the problem with AlexAndGruntz' "CaptureTheWarpstonePiece" Battlez CL. The Logic: is definitely WarpStonePad (case is significant) Image Set: GAME_WAPWORLDONLY_SWITCHSmarts: 0 (or 1 or 2 or 3) The logical Tile to use is 215 . The error AlexAndGruntz made was not having any related TileTrigger with the IDz of all four of the WarpStonePad Switchez. I added a for each set of four WarpStonePad Switchez, and the Battlez CL now loadz and playz. I have not attempted to play it to a win, so do not know if there are any fatal flawz in the CL ... that is for AlexAndGruntz to do. I am breaking for lunch right now, and will send out the revised CL map to AlexAndGruntz for his continued work when I return on-line.
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GooRoo
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I luv Gruntz!
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Display Name: GooRoo
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Post by GooRoo on Jun 20, 2006 13:28:49 GMT -8
I just discovered a fatal flaw in the CL that I was trying to correct for AlexAndGruntz. The Gruntz game will exit if a Grunt on the correct team stepz on the WarpStonePad Tile without a Warpstone! An enemy Grunt stepping on that Tile is not a problem ... except it seemz that he will not return past the Tile(z)! So it would be wise to place some sort of barrier preventing (inadvertent) access to the WarpStonePad Tile, such as a CheckPointSwitch to get past a CheckPoint Pyramid(z), and another CheckPointSwitch to re-raise the CheckPoint Pyramid(z) ... if it is even possible to make them work that way (toggling, but re-enabling each CPS). So (perhapz) Orange Up/Down Switchez and Pyramidz would be required to prevent the fatal error from occuring. That is far more effort than I care to put in to correct "CaptureTheWarpstonePiece". (It would require rather extensive revision of the map.)
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Post by alexandgruntz on Jun 20, 2006 18:05:18 GMT -8
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Mandew
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Post by Mandew on Sept 23, 2006 5:52:42 GMT -8
Hmm... I think i have the trick to know who own a set of warpstone pad... Try putting a flag for a player... that will stay in the same spot WHEREVER the player's fort is (I mean a flag that will not be shuffled randomly). if we can't find a way to set a flag that way, it would be an advantage...
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Mandew
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Man-man dew, dew, dew, push-pineapple and grind coffe!
Posts: 161
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Post by Mandew on Sept 23, 2006 6:02:22 GMT -8
I GOT IT!!!! Why don't we try this: instead of putting a number (0, 1, 2, 3) in the score field, why don't we try putting those in the smart field? Like, instead of assigning a WarpStonePad to a Player ("score" field), we'd be assigning it to a Fort!!!!!!!!!! that would solve the problem of the pad's assignation!!!!!!!!
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BattlezM
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Post by BattlezM on Sept 23, 2006 8:43:07 GMT -8
Try it (I'm also going to try it).
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BattlezM
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Post by BattlezM on Sept 23, 2006 11:34:24 GMT -8
Sorry... , doesn't work. I can quickly explain why. When you make the warpstonepad logic, the game engine will read no value other than the score field, putting numberz anywhere else won't make a difference. If the score fieldz for the logicz are left blank on 4 warpstonepad logicz, but the smartz have a value (0, 1, 2, 3); The game will ignore the smartz and look at the score fieldz. The score fieldz are all 0, so it will assume that you have to have all warpstone piecez on each (and player 0 will always win), rather then one on a particular pad . If all you gruntzerz really want to distinguish on set of padz from another, put the warpstonepad logic on different colored switchez .
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Mandew
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Man-man dew, dew, dew, push-pineapple and grind coffe!
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Post by Mandew on Sept 23, 2006 11:41:18 GMT -8
Well, it never costs to speculate about a theory...
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