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Digest Number 498

  • Thread starter Thread starter armybuilder at yahoogroup
  • Start date Start date
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There are 2 messages in this issue.

Topics in this digest:

1. Unit Types and restricting tweaks
From: "Mike E" <ace@madbomber.net>
2. Re: Unit Types and restricting tweaks
From: Rob Bowes <rob@wolflair.com>


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Tue, 04 Sep 2001 03:49:31 -0000
From: "Mike E" <ace@madbomber.net>
Subject: Unit Types and restricting tweaks

Ok--I'm attempting to restrict the following from being selected for
a particular unit type: Options, Items, and Tweaks.

In other words: here is the example (in regards to the Games Workshop
Inquisitor file):

There are various "categories" that a weapon falls into:
- common
- rare
- exotic
- legendary
- alien technology
- daemonic weapons

The first 4 are mutually exclusive--a weapon/item can ONLY be one of
the 4 (common, rare, exotic, or legendary).

The last 2 are additive in nature--a weapon can be exotic and alien,
or even exotic, alien, and daemonic.

Now: each unit/character type in the game MAY be restricted in what
it can take--for example, Mutants can ONLY take common items and
daemonic items. They can't take rare, exotic, legendary, or alien
technology.

Here's how I've rendered this:

I've created 5 options:
- PrevRare: appends the "type" of "R" to a unit
- PrevLeg: appends the "type" of "L" to a unit
- PrevAlnT: appends the "type" of "A" to a unit
- PrevExo: appends the "type" of "E" to a unit
- PrevDaem: appends the "type" of "D" to a unit

FOr a unit (like the Mutant), these options are "auto" selected
through the option links. This results, for the Mutant as an
example, in the Mutant having 4 types: R, L, E, and A (but not D).

So far, so good.

Now: On the items, options, and tweaks that ARE limitable by their
rarity/type, I've used the following:

Options: "utyp:!E" as an example of limiting the option to only be
shown when one of the unit's types does NOT equal E (i.e. !E = NOT E).

Items: "itst:!type=E" as an example of limiting the item to only be
shown when one of the unit's types does NOT equal E (i..e !type=E =
type not equal to E).

Tweaks: "zutp:!E" as an example of limiting the tweak to only be
shown when one of the unit's types does NOT equal E (i.e. !E = NOT E).

This is working fine on the options and items, but NOT on the
tweaks. For some reason, the tweak still displays even when zutp:!L
(or a similar example) is set for that tweak.

For an example, see the Inquisitor file over in ab-files. It's in the
folder labeled "Inquisitor (English Version)". Add the Mutant as a
unit. Then click on armour, go to the items screen. Select "Force
Fields" from the drop down. Pick a location (doesn't matter) and add
it. Go back to main AB screen, select that newly added item (e.g.
Abdomen Force Field). You shouldn't be able to see "Displacer Field"
b/c it's a legendary item, but you can see it.

In other words: Displacer Field is a tweak, with the attribute
of "zutp:!L" on it. The Mutant has auto-added the "PrevLeg" option,
which gives it the type "L". This combination should prevent
the "displacef field" option from showing on the Mutant (I think).



________________________________________________________________________
________________________________________________________________________

Message: 2
Date: Tue, 04 Sep 2001 01:52:42 -0700
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Unit Types and restricting tweaks

Your logic is all correct, except for one minor (critical) detail. Items
are processed BEFORE all options. This means that the options used to
assign the types R/L/E haven't been processed when the tweaks are
evaluated. Some extra provisions are made within AB to partially
re-evaluate items if type assignments are changed via options, but this
does not extend down to tweaks on those items. Therefore, you will need to
assign all of the types to the unit directly via the "type" local unit
attribute in order to ensure that those types apply to items and tweaks in
all cases.

It sounds like the types R/L/E are incremental in nature. In other words,
if a unit can access rare equipment, it can access common ones, exotics
imply rare ones, and legendary imply exotic ones. If this is true, then you
can probably save yourself some work by using a single type and wildcards
with types. Define the unit type as "C" for units with access only to
common equipment, "CR" for rare, "CRE" for exotic, and "CREL" for
legendary. You can then define your dependency tests more easily. For
example, to determine if an exotic option can be taken by a unit, use
"utyp:CRE?". The '?' tells AB that the presence of the 'L' is optional.
Similarly, a rare option would be defined as "utyp:CR?". This will
eliminate some extra work and the minimize the opportunity for inadvertent
typos.

Hope this helps,
Rob


At 03:49 AM 9/4/2001 +0000, you wrote:
>Ok--I'm attempting to restrict the following from being selected for
>a particular unit type: Options, Items, and Tweaks.
>
>In other words: here is the example (in regards to the Games Workshop
>Inquisitor file):
>
>There are various "categories" that a weapon falls into:
>- common
>- rare
>- exotic
>- legendary
>- alien technology
>- daemonic weapons
>
>The first 4 are mutually exclusive--a weapon/item can ONLY be one of
>the 4 (common, rare, exotic, or legendary).
>
>The last 2 are additive in nature--a weapon can be exotic and alien,
>or even exotic, alien, and daemonic.
>
>Now: each unit/character type in the game MAY be restricted in what
>it can take--for example, Mutants can ONLY take common items and
>daemonic items. They can't take rare, exotic, legendary, or alien
>technology.
>
>Here's how I've rendered this:
>
>I've created 5 options:
>- PrevRare: appends the "type" of "R" to a unit
>- PrevLeg: appends the "type" of "L" to a unit
>- PrevAlnT: appends the "type" of "A" to a unit
>- PrevExo: appends the "type" of "E" to a unit
>- PrevDaem: appends the "type" of "D" to a unit
>
>FOr a unit (like the Mutant), these options are "auto" selected
>through the option links. This results, for the Mutant as an
>example, in the Mutant having 4 types: R, L, E, and A (but not D).
>
>So far, so good.
>
>Now: On the items, options, and tweaks that ARE limitable by their
>rarity/type, I've used the following:
>
>Options: "utyp:!E" as an example of limiting the option to only be
>shown when one of the unit's types does NOT equal E (i.e. !E = NOT E).
>
>Items: "itst:!type=E" as an example of limiting the item to only be
>shown when one of the unit's types does NOT equal E (i..e !type=E =
>type not equal to E).
>
>Tweaks: "zutp:!E" as an example of limiting the tweak to only be
>shown when one of the unit's types does NOT equal E (i.e. !E = NOT E).
>
>This is working fine on the options and items, but NOT on the
>tweaks. For some reason, the tweak still displays even when zutp:!L
>(or a similar example) is set for that tweak.
>
>For an example, see the Inquisitor file over in ab-files. It's in the
>folder labeled "Inquisitor (English Version)". Add the Mutant as a
>unit. Then click on armour, go to the items screen. Select "Force
>Fields" from the drop down. Pick a location (doesn't matter) and add
>it. Go back to main AB screen, select that newly added item (e.g.
>Abdomen Force Field). You shouldn't be able to see "Displacer Field"
>b/c it's a legendary item, but you can see it.
>
>In other words: Displacer Field is a tweak, with the attribute
>of "zutp:!L" on it. The Mutant has auto-added the "PrevLeg" option,
>which gives it the type "L". This combination should prevent
>the "displacef field" option from showing on the Mutant (I think).


---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com



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