Scripting for recently Binded Units - problems with it

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Pyro
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Post by Pyro »

Is it possible to make scripting for binded units to attack their former allies?

I have been trying but having problems. The Geom Filter works correctly but when it gets to the Attack it just deactivates it. It's something like this...

Geom Filter for entire map and looks for a specific monster type with a minimum one result saved as 'subj' in the results action identifier. When it succeeds it activates the Attack with a Link to that result from before and Attack all enemy flag... since it says in the log that it deactivates without even succeeding I placed Activates on Deactivation back to the Geom Filter... but still it just loops.... geom filter works and then attack deactivates.

Would any other scripting for the bind unit affect it... scripting that was there for it before it was binded?
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William Wallet
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Post by William Wallet »

If there's an obvious problem with this, I'm not seeing it... I mean it should work, for all intents and purposes. I've screwed up scripting before and seen cohorts of my own men swording each other (and themselves).

What you could do (ahhaha, staple Wallet solution coming up) is instead of attack scripting, use platoon stuff.
I eschewed a lot of attack scripting in some cases because I wanted the enemy to do their own thing - so what I did was got the units to follow a basic path through a map, and have their reaction radius (in which they'll spot player units) set really big so that it'll look like a normal attack.

That, and over-sensitive legion scripting is the bomb.

Anyway, platoon script might work. That way, you won't need attack scripting, and I'm pretty sure platoon scripts don't deactivate.
Okay I got the models but now I'm too dumb to do anything with 'em
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haravikk
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Post by haravikk »

Attack all enemy still requires enemies to attack (ie it attacks all enemies you supplied). So you still need to have an obje subject identifier to tell them WHO to choose from, same with the attacks nearest flag. You can do this by putting all enemies in a set of containers as obje types, but this presents the problem that if you include the convertable units, then they will attack each other.

There are ways to script it properly, but they're not that great in terms of speed and general ease of creation, not worth it IMO. What might be better is just to modify the monster tag in question and increase its activation radius, causing the unit to attack nearby enemies within a larger radius than normal, increase the other radii as well just for the general effect.




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Zaknafein
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Post by Zaknafein »

Couldn't you swap the units once they get converted?
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Pyro
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Post by Pyro »

That's actually a good idea about changing the binded unit's activation radius. Much less useless script that have very little odds of actually being used. The reason I wanted to script for enemy binded units was that I did a little side project for the level Shiver. Instead of having the Deceiver and some hero units against Shiver and her forces, you have Shiver and some Dark elite units against The Deceiver and his forces. But it will be uncommon for any of those elite units to get too close to The Deceiver... but just incase.

Oh and Zaknafein, incase you didn't get my explanation that night... the difference between this plugin and my Fallen Heroes plugin is that... in this one its regular type of Myth units with Dark elite units similar to the Light hero units in comparison... while FH has fallen lords, avatara, and many many more enemies that are stronger than usual.
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Post by Graydon »

Hey, correct me if I'm wrong, cause I'm not referencing Loathing on this one, but in theory _AFTER_ the binding attack has occured, couldnt you run a GEOM to find all units of a specific team number? Put them in a container and make them the SUBJ, and whatever they're attacking, the OBJE.

Mb describe your idea in more detail.... From what I understand, the deciever (binding unit) is on the enemy team, and you want units he converts from your army, to turn and fight you? Shadow of the Mountain style...

If so, the aforementioned might have to be refined a little, but it should work. (might have to be a 'team 1 units? test' inside a radius or something)
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Pyro
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Post by Pyro »

Graydon wrote:From what I understand, the deciever (binding unit) is on the enemy team, and you want units he converts from your army, to turn and fight you? Shadow of the Mountain style...

Yes, its The Deceiver doing the binding, but its unlikely for the player's units to get binded unless they rush after The Deceiver and get too close... on purpose. I will upload an updated version of this small plugin today or tomorrow. During some testing on PlayMyth with others we noticed a bug that I thought was taken care of... which can cause the player's side to win prematurely. Most of the plugin is a conversion from Dark to Light and vice-versa for the level 'Shiver' with some scripting modified and well the Dark elite units instead of Light heroes. I still have to modify Shiver... she's a bit too powerful even after the changes I made to her.

I'll do some more testing with the binded units... it just seems odd.. I know the script finds the units but it doesn't make it attack at all... nor stop... nor kill it.. finding the unit it does perfectly... its after that I could not resolve. ...yet.

EDIT: Gah! It's not working... I've tried different things and I can't get a binded unit to attack through scripting. I can't even give it an artifact to override the monster tag to one with a very high radius of attacking. For the Unit control it has a Link to the monster identifier with the binded unit (from the results of a Geom Filter) and has Give Monster Artifact. But it doesn't work. Before the unit was binded the artifact worked but after its binded and that Geom Filter to find it... nothing. I then tried again with the Attack script... it didn't work. I looked at the other Attack actions in that level that work... its the same thing! I am losing hope on this.
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Post by Zaknafein »

I asked this earlier, but I don't think anyone responded. So I will ask again. On Twice Born, Alric with Balmung gets swapped with an unarmed Alric. In this situation couldn't you just swap the converted unit so it LOOKS like the deceiver took your unit, but really you replaced it with another unit that was already on another team.
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Pyro
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Post by Pyro »

Guest wrote:I asked this earlier, but I don't think anyone responded. So I will ask again. On Twice Born, Alric with Balmung gets swapped with an unarmed Alric. In this situation couldn't you just swap the converted unit so it LOOKS like the deceiver took your unit, but really you replaced it with another unit that was already on another team.
Oh! So that's what you meant by swapping the units in that earlier reply. Well that is an interesting method but I don't know if it will work... and right now I kinda got tired of messing with the same little bit of scripting over and over and over.... and over. I updated the plugin and even renamed it to a better name. "Shiver's Turn"... which I think is better than "Shiver (Reversed)".
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haravikk
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Post by haravikk »

Hrm, this is an interesting consideration actually, does this same thing happen to units with multiple inventory switchable artifacts? ie if you script a unit to randomly attack every 30 seconds, one unit does this and has no artifacts, and the other does, and switches between them (changing monster type), does the script still work?
It could be that it's an unusual side-affect of converting a unit, I'll have to investigate further if I get a chance.

However, the high attack radius idea should still suit you fine, assuming units of that type (or types) are controlled. If you have trouble with them running off then you can use the UNIT action to set them so that they don't autotarget (this can also be done in the monster tag for if more convenient).
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