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  Kill the Zulus! (In Slic of course!)

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Topic:   Kill the Zulus! (In Slic of course!) Format for Better Printing
heardie
GGS Co-Webmaster

Aug 1999
posted January 16, 2001 04:58   Click Here to See the Profile for heardieClick Here to Email heardie  send a private message to heardieSend a Message to UIN: 55652350 Visit heardie's Homepage!
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Well thats an interesting title for a change

Anyway I'm stick with a 'dilly of a pickle'*. I want to make it that when player[0] (you) takes over player[2]'s city[0] the city is destroyed. How cna this be done. I waas thinking along these lines:

code:

//---------------------------------------
// If Ulandi is conquered then destroy it
//-----------------------------------------
HandleEvent (CaptureCity) 'WWDestroyUlandi_f' post {

int_t m; // Used for loop
int_t tmpNum; // How many units in the civilization

unit_t tmpUnit; // Used to see if unit lands on land

for(m = 0; m < tmpNum; m = m + 1){
GetUnitByIndex(player[0], m, tmpUnit);
if (tmpUnit.location == Dummy3 && isCityThere == 0){

Event: KillCity(city_t, int_t, int_t)
}
}


To clarify this 'Dummy3' is the location of the city and 'isCityThere' is a 1,0 variable. Now it seems I have to fill at city_t (Ulandi, city[0], int_t(?), int_t(player 3 which i think is player[2]). Can I just go

code:

Event: KillCity(0, 0, 3)

I would be willing to bet not

What are the other ways to do this!
I thinks its time I go read the scenario scripts for the pre-made scenarios


* Ned Flanders of course

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted January 16, 2001 16:26   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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Way to difficult (and buggy too), try this (usual disclaimer: untested, could be buggy):

code:

HandleEvent(CaptureCity) 'WWDestroy_Land' post {
if (city[0].location == Dummy3 && player[0] == 1 && isCityThere) {
Event:KillCity(city[0], 0, 0);
}
}

Help, there's something wrong with my TAB-key it doesn't work! Oh well, I guess you get the point

KillCity has as arguments city that's killed, player that kills it (if you call the event instead of listening for it I don't think the number matters) and the reason (0 should be good enough) - in that order.

player[0] is *not* you btw, but whatever an events puts in there, in this case the player that captures the city. Player 1 *is* you (except in multiplayer so an IsHumanPlayer check would be needed then).

I saw your other questions but I don't have time now, will see if I can answer them tomorrow.
[This message has been edited by Locutus (edited January 16, 2001).]

heardie
GGS Co-Webmaster

Aug 1999
posted January 17, 2001 19:25   Click Here to See the Profile for heardieClick Here to Email heardie  send a private message to heardieSend a Message to UIN: 55652350 Visit heardie's Homepage!
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Thanks again
heardie
GGS Co-Webmaster

Aug 1999
posted January 18, 2001 20:07   Click Here to See the Profile for heardieClick Here to Email heardie  send a private message to heardieSend a Message to UIN: 55652350 Visit heardie's Homepage!
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Aghh. Didnt work. Its not that important at the momment though. Perhaps it is my fault, I may have accidently changed the iscityThere variable at some stage
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