Kill Monster map action - units aren't actually killed?

A forum for solving problems that might be encountered during installation, updating, or in game.
User avatar
Baak
Posts: 1109
Joined: Sat Mar 20, 2004 6:26 pm
Location: Mything

Post by Baak »

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? :;):
Graydon
Posts: 1605
Joined: Sun Mar 21, 2004 5:10 pm

Post by Graydon »

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 :)
Image
User avatar
Baak
Posts: 1109
Joined: Sat Mar 20, 2004 6:26 pm
Location: Mything

Post by Baak »

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.
Graydon
Posts: 1605
Joined: Sun Mar 21, 2004 5:10 pm

Post by Graydon »

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
Image
User avatar
Baak
Posts: 1109
Joined: Sat Mar 20, 2004 6:26 pm
Location: Mything

Post by Baak »

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.
Graydon
Posts: 1605
Joined: Sun Mar 21, 2004 5:10 pm

Post by Graydon »

Aye you will be, but test it on 1.5.1, not 1.5.2.

If you can make it work in 1.5.1, then the map wont need a 'Requires Myth 2 v1.5.2' addition to it.




Edited By Graydon on 1139280828
Image
User avatar
Baak
Posts: 1109
Joined: Sat Mar 20, 2004 6:26 pm
Location: Mything

Post by Baak »

If you can make it work in 1.5.1, then the map wont need a 'Requires Myth 2 v1.5.2' addition to it.

Does this mean that if I don't include that addition it will act like 1.5.1 (i.e. no Kill Monster enhancement to include Deleting), but if I do then it will?

Aieeeeeee!
Post Reply