Myrd - that sounds perfect!
I much prefer the idea of leaving previous things as-is when possible and then fixing things where they are truly broken but make sense, as in this situation where the combination of the two should work perfectly.
Thanks for putting that in the new Build!
BTW... I was wondering if a US$20 donation would help get that "Don't Auto-Adjust Player Colors" flag in there for the host in 1.5.2? :;):
Kill Monster map action - units aren't actually killed?
Baak... did you ever actually try just setting up two seperate CTRLs?
I would have kind of said that was a given in script..... If what was happening, was happening, I'd do the Kill monsters, with an ACOS to a second 'delete monsters' control that activates 0.5 or 1 second later. that way you're not calling two rather complicated actions at the same time, and bunking the machine.
Myrd's fix does the job tho. GG
I would have kind of said that was a given in script..... If what was happening, was happening, I'd do the Kill monsters, with an ACOS to a second 'delete monsters' control that activates 0.5 or 1 second later. that way you're not calling two rather complicated actions at the same time, and bunking the machine.
Myrd's fix does the job tho. GG
Hey Graydon--
I did actually try that after we got into this discussion fairly deeply - however, I didn't try adding the slight delay.
When I tried it, it did nothing - in the sense that the kill monster caused the monster to visually die, but the subsequent delete monster did nothing - the % didn't drop as it should.
I did actually try that after we got into this discussion fairly deeply - however, I didn't try adding the slight delay.
When I tried it, it did nothing - in the sense that the kill monster caused the monster to visually die, but the subsequent delete monster did nothing - the % didn't drop as it should.
I bet a second delay might fix that.
Think of this whole issue in the relevance of Death Match. If a unit 'dies' its _marker_ is still on the mesh. In DM that marker is put at the player's starting location, and a script 'Makes them visible' again. With that in mind, think about what you're trying on your mesh... the marker seems to hold that percentage value, so if the marker is tossed (Delete Monster) it should remove it entirely. But as you discovered, there were some issues with using the two side by side. If you put a delay it might just work on 1.5.1
Think of this whole issue in the relevance of Death Match. If a unit 'dies' its _marker_ is still on the mesh. In DM that marker is put at the player's starting location, and a script 'Makes them visible' again. With that in mind, think about what you're trying on your mesh... the marker seems to hold that percentage value, so if the marker is tossed (Delete Monster) it should remove it entirely. But as you discovered, there were some issues with using the two side by side. If you put a delay it might just work on 1.5.1
Graydon--
I haven't tried the one second delay yet but plan to tonight.
However, if the above listed fix is going into 1.5.2 (making the Kill Monster action also Delete Monster), then won't I be flirting with disaster to add a subsequent Delete Monster action?
I'll try this out tonight and let you know what happens.
I haven't tried the one second delay yet but plan to tonight.
However, if the above listed fix is going into 1.5.2 (making the Kill Monster action also Delete Monster), then won't I be flirting with disaster to add a subsequent Delete Monster action?
I'll try this out tonight and let you know what happens.