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attaching tag through an option

Thrying to attach a Tag to the parent unit of an option. I need to set up a Live link between multipule options based on tha availability of one option. I have tryed for hours through research but I can not seem to get it to work.

This is where i currently sit.

Option Eval:
var val as number
val = unit.assign[g_WeapCoun.t_Weapon]

The parent of this option is also the parent of the other options but this one is first on the list. So it should work :confused:

The Live links on the other options are:
g_WeapCoun.t_Weapon < 1

and

g_WeapCoun.t_Weapon < 2

yes the original option is a range select.

One thing I am not sure of is weather I have teh Tag Group set up correctly.

Thanks.
 
Unfortunately, you don't explain the overall goal of what game system behavior you are trying to model. As such, I'm not sure if you're even using the best approach to solve the problem. It looks like this is something that should be employing an exclusion group across options, but I'm not sure.

Please explain what you are actually trying to accomplish in terms of the game mechanics you want to implement. That will allow us to actually point you to the best solution for achieving that goal.
 
Ok. I know you can not mirror a range. This is my solution to that. I have a range in one unit that effects a range in a child unit. The ranges have to be the same but in the child unit they can not be altered by the user. So what I am doing is to have 2 hidden options that are active when you create the unit. When you increase the range to 1 then one of the options is removed. When you increase the option to 2 the the other option is removed also. Both those options are in the same exclusion groop. Now the child option that has to match is set to remander of the exclusion group. So if you select 1 in the perent then you lose 1 of the invisable options and the child gains the remander of 1.

If there is an easier way of doing this I can not find anything that even hints at it.

Thanks.
 
The scope of exclusion groups spans a single unit. That means you can't have two options on the parent unit and expect the remainder to be applied to the child unit. I'm not sure if you're trying this, but I'm just clarifying the point.

You still have not clearly explained the *GAME MECHANICS* you are trying to implement. You are focused on the AB implementation here, which is not what I need to understand the objective here. It sounds like you have a parent unit that can have an option with some range. Then there is a child unit that has a different range based on teh parent. But there may or may not be additional options involved on the parent and/or child units.

Please tell me what the *RULE BOOK* says for the game system about how the parent unit and child unit need to work. Until I can understand the actual *goal*, I don't have any idea what the best approach might be to solve this.

After you've explained what the rule book says, then please clarify how you've tried to implement everything. You have a parent unit and a child unit, but I can't tell which ones have hidden options and what the behaviors are supposed to be. Please explicitly distinguish the parent unit (UnitP) and the child unit (UnitC). Specify each option, along with which unit it is linked to and any aspects of that linkage (e.g. hidden, range-based, etc.).

Please realize that I don't have a clue how the game system works until you explain it to me. And I can't see any of the data file code that you are trying to implement. So you need to be as detailed as possible here in order for me to understand exactly what you are doing.
 
You have a squad that consists of multipule units in a similar way to the Imperial Guard Platoons from Warhammer 40K. This is easy. What the hard bit is that all units in the squad have to be identicle in their option selections. I want to do this by puting all the options in the perent (container) unit. EG below: (Unit Name) [Option Catagory]

(P_Unit)
[Character]
Weapon 1 - free, 0-2 exception
Weapon 2 - free, 0-2 exception
Weapon 3 - cost, 0-2 exception
.....
[Unit]
Weapon 1 - auto.
Weapon 2 - free, remainder 0-9 exception
Weapon 3 - cost, 0-9 exception
Weapon 4 - cost, 0-9 exception
Weapon 5 - cost, 0-9 exception
.....
(Character)
[Equiptnemt]
Armour - auto.
Weapon 1 - Mirror
Weapon 2 - Mirror
Weapon 3 - Mirror
Option... - auto.
.....
(Unit)
[Equiptnemt]
Armour - auto.
Weapon 1 - Mirror
Weapon 2 - Mirror
Weapon 3 - Mirror
Weapon 4 - Mirror
Weapon 5 - Mirror
Option... - auto.
.....

So that is what it is supose to look like to the user when it is finished. But as we know we cannot mirror ranges. So I wanted to have hidden options in the perent [Unit] catagory for each Range that would be present and then would disable (Disapere) as the range increased. As follows:

[Unit]
.....
Weapon 3 - cost, 0-9 exception
Hidden Weapon Option 1
Hidden Weapon Option 2
Hidden Weapon Option 3
Hidden Weapon Option 4
Hidden Weapon Option 5
Hidden Weapon Option 6
Hidden Weapon Option 7
Hidden Weapon Option 8
Hidden Weapon Option 9
.....

Now I can do this with tags and applying a Live script to each of hidden options. But I do not know how to A) initiate the tags, and B) make the tags equal the number range of the weapon that is controlling the tags. So if Weapon 3 was set to 3 weapons then there would be 6 enabled hidden options and 3 disabled. Each of the hidden options would belong to an exclusion group. Then in the Child units (all of them) the same weapon would be set to the remainder. This would therefor show 3 in the unit. That is about as detailed as I can get I think. I realy hope it is enough so you can help me. Anyway I basicaly need a way to mimic a range from a perent unit in a child unit. It needs to change when the perent unit changes and it can not be changed in the child unit.

Thanks.

Oh and by what you said before it looks like it can not be done. Well atleast not my way.
 
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