Posted: Thu Jan 03, 2013 5:58 pm Post subject:
Ares custom map events and actions
What kind of new events and actions would be nice to have in Ares?
There's already a blueprint for firing a SuperWeapon at a specific waypoint, but I assume there are other people who would like to see this in Ares.
- Fire SuperWeapon at specific waypoint
Code:
146=Fire SuperWeapon at (waypoint) ...,0,12,0,0,0,0,1,0,0,Fires the specified SuperWeapon%1 owned by the owner of the trigger%1 at the specified waypoint.,0,0,146,1
So, this action would fire the specified SW at waypoint. The owner doesn't have to have the structure with SuperWeapon=P2 present on the map.
Result would be the same as if the player launched it via sidebar.
Other than that one, I came up with a few of my own:
- Give credits to House
Code:
147=Give credits to (House) ...,-11,6,0,0,0,0,1,0,0,Gives the specified number of credits to this House. May also use a negative number of credits.,0,1,147,1
This action would give the specified House the credits P7. A negative number could be used to withdraw credits from the House.
Very handy to use in co-op.
Event: - SW fired
Code:
62=SuperWeapon fired by (House) ...,50,6,0,0,Triggers when the specified House has fired this SuperWeapon.,0,1,62,1
This event would check if SW P1 is fired. There was a discussion earlier:
AlexB wrote:
One could also think about an SW that just fires a map trigger. This could be used to provide a "Attack now" button in the sidebar, and the trigger would send reinforcements, do this and that, or whatever. (...)
- Attached object MC'd
Westwood's workaround for this in the Texas mission is pathetic. A proper event would be an event like "attached object mindcontrolled" and possibly having a House as parameter to set.
Code:
63=Attached object MC'd by (House) ...,0,6,0,0,Triggers when the specified House has Mind-Controlled the attached object.,0,1,63,1
So what are your ideas regarding map actions and events?
Share and discuss! _________________
Apart from the fire superweapon one, I'd like to see extensions to the Player@X logic so you can use the Player@X for events and as trigger owners in addition to just actions to detect when a player does some action to reward/punish them accordingly. QUICK_EDIT
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