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Topic: Kill the Zulus! (In Slic of course!) |  |
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heardie GGS Co-Webmaster
Aug 1999
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posted January 16, 2001 04:58
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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
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Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted January 16, 2001 16:26
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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
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posted January 17, 2001 19:25
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Thanks again  |
heardie GGS Co-Webmaster
Aug 1999
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posted January 18, 2001 20:07
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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  | |