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Items (Part II)

  • Thread starter Thread starter schreiber at freek-inc.co
  • Start date Start date
S

schreiber at freek-inc.co

Guest
Hi,

I need to attach an item to a unit automatically.

If Unit B is chosen, Item X needs to be attached automatically.

Thanx for the help


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<x-flowed>At 01:22 PM 1/10/00 , you wrote:
>Hi,
>
>I need to attach an item to a unit automatically.
>
>If Unit B is chosen, Item X needs to be attached automatically.
>
>Thanx for the help

Matthias, please read the documentation that comes with the construction
kit. Every question you've asked so far can be answered by that document.

Every time I go through it, I see something that I missed the first time
that could make my life even easier...

Eric



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</x-flowed>
 
Ok, I have to work all day, and I spend all my sparetime on armybuilder at
the moment, so that I can supply Warhammer 40k 2nd Ed files.

Please tell the the reason why this knowledgebase exists, if asking isn´t
allowed.
I simply don´t want to read the whole manual for the 3rd time, since all
answers come much faster here.
Surely all answers can be found in the manual.

But if the only reason for this board is to report bugs in existing files
and to spread the news that new ones are released, ok.
So I won´t post here again, until my files are completed, although I think
that it will take at least 5 times the time.

Thanks for the support

Mathias


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<x-flowed>At 01:33 PM 1/10/00 , you wrote:
>Ok, I have to work all day, and I spend all my sparetime on armybuilder at
>the moment, so that I can supply Warhammer 40k 2nd Ed files.

We're all in that boat. Why do you think hardly any DBM data files have
appeared? Because I've got a day job, and I actually like to paint and
play, too... Besides the fact that there are over 300 armies to write data
files for...


>Please tell the the reason why this knowledgebase exists, if asking isn´t
>allowed.
>I simply don´t want to read the whole manual for the 3rd time, since all
>answers come much faster here.
>Surely all answers can be found in the manual.

No, not all answers can be found in the manual. There are some things AB
doesn't support directly, and sometimes take a great deal of creativity to
implement. Some things just flat out won't work no matter how hard you
try. A good chunk of the questions on here cover those topics.


>But if the only reason for this board is to report bugs in existing files
>and to spread the news that new ones are released, ok.

No, that's not the only reason for this board.

>So I won´t post here again, until my files are completed, although I think
>that it will take at least 5 times the time.

That's not what I'm asking you to do. Maybe I was a little grumpy after a
not-so-well-cooked lunch (memo to self - don't order the blackened catfish
again at Chili's... or if you do, make sure it's properly cooked.) but
I've seen a number of posts from you in the last few days, every single one
of which is MORE quickly answered by looking in the manual. When you ask a
question on the forum, you have to wait for someone to see it, AND take the
time to compose the response and send it. It's far easier to just look
through the manual to see what's supported. Heck, even looking through
ABCreator itself answers some questions.

As a writer of documentation for programmers, it pains me to see questions
ask that have already been answered, and the answer is in the owner's
possession. It makes me feel like my job is worth a lot less than what I'm
being paid.

Please excuse me if I came across harsh. Reading the clan war mailing list
after a bad lunch will do that to you.

Eric



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</x-flowed>
 
Ok, let´s say not everyone is some sort of
"I-immediately-get-all-aspects-of-a-program-after-5mins-guy"
I have a print version of alle three manuals here and even then don´t
understand every aspect of the program.
I think my english is ok for speaking, but since english isn´t my main
language it kind of difficult to get everything in the manual.
I would very much appreciate it if anyone could translate the manuals, but
nobody does.
Thats the reason why sometimes it does take longer to look up the solution
in the manual.


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One fine day in the middle of the night, Mathias Schreiber
<schreiber@freek-inc.com> got up to write:

>Hi,
>
>I need to attach an item to a unit automatically.
>
>If Unit B is chosen, Item X needs to be attached automatically.

'Take' attribute.

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<x-flowed>Whoa! Everybody here needs to take a deep breath and relax a little. :-)

It sounds like Mathias touched a sensitive nerve in Eric, and I can
honestly appreciate both sides of the situation. I spent a HUGE amount of
time writing the documentation (and rewriting it many times to make it
clearer), so it does get frustrating when I see questions asked that are
presented in the manual. In contrast, that manual is pretty damn big, so it
can be daunting to have to wade through it. Given that English isn't
Mathias' native language, that makes it even more daunting.

So, here is my proposal. I recommend to Mathias that you please review all
of the examples that are provided for attributes in the Construction Kit
manual. That way, when you sit down to work on your data files, you'll be
more likely to remember whether something is possible - even if you don't
remember where it is. Secondly, I recommend to Mathias that you word your
requests slightly differently. When I see a post that says "I know I saw X
somewhere in the manual, but now I can't find it. Could someone please
point me at the solution for X?", I don't take offense at all. And I
honestly don't think Eric would either. :-)

For Eric, my request is that you please be a little less heated when
initially flaming someone on THIS forum (i.e. turn the flames down a notch
or two). I realize that bad Cajun fish can leave someone in a horrid state
of mind. :-) I also feel your pain with respect to the fact that most users
never bother reading the documentation. NOTE!! This is NOT a poke at you
Mathias, but a simple fact I have learned since AB's release. :-( I have
had to learn to accept this fact and not take it personally.

The bottom line is that this forum is for the SUPPORT of Army Builder -
period. That means that dumb questions are just as valid as really
intriguing questions. It also means that questions that are plainly
answered in the manual are valid. For people who ask non-intriguing
questions, the responses they receive should encourage the asking of better
questions the next time, not to cut them down. The success of Army Builder
depends on all of us supporting it, and I'll do whatever it takes to
achieve that goal.

Thanks for listening,
Rob


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</x-flowed>
 
Got it...

but coud anyone please give suggestions for Posting 347?
I spent the entire night figuring out, how this could work.


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<x-flowed>At 11:43 AM 1/11/00 +0100, you wrote:
>Got it...
>
>but coud anyone please give suggestions for Posting 347?
>I spent the entire night figuring out, how this could work.

That's odd. I just checked the web-page version of eGroups and it appears
that post ##343 - #347 never made it to my email mailbox! Sorry but I never
saw your post until you just flagged it to me. :-( I just pulled the posts
from the web-site and I'll attempt to answer both of them below....

#1 As you discovered, you can't utilize conflict groups when different
units can take items in various amounts. You also can't impose a limit on
the number of items of a particular category if that number varies. The
solution is to use the "clmt" attribute for units. Using this attribute,
you can restrict that Unit X may only take 2 items of Wargear, 2 items of
Exarch Skills, and 1 item of Exarch Wargear. If conflict groups work, that
is preferable (IMHO). When conflict groups don't work, "clmt" is the solution.

#2 You asked the posed the following:
Unit X has Option A by default (without paying for it)
Unit X may buy Option A additionally (and pay for it)

If I understand you correctly, you want Unit X to be given 1 of Option A
for free and have the option of buying a second Option A at its proper
cost. Assuming this is correct, there are a few ways to handle this.....

1. Create Option A with the "rang" attribute, providing the range "1-2".
Assign the cost to the option normally. Create another Option B that has
the "hide" attribute and the NEGATIVE cost of Option A. Attach Option B to
the unit with the "auto" link nature. This will be invisible to the user
and automatically credit back the cost of selecting only one of Option A.
It will look like Option A is free when picked once and has the proper cost
when picked a second time. I think Colen tried to answer this one
previously, but maybe his explanation wasn't clear enough. :-)

2. Create Option A and add it to the unit via the "incl" link nature.
Create Option B that is label "Two of Option A". Assign it the proper cost
for the 2nd selection of Option A and attach it to the unit via the "cost"
link nature. Then, assign Option B the attribute "over:OptionA=deselect".
Whenever the user selects Option B, it will automatically deselect Option A
and charge him for the second instance of Option A.

3. You could also use the "tabl" attribute for this, but it's probably more
work than would be worthwhile, so don't bother with it. :-)

Hope this helps,
Rob

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</x-flowed>
 
<x-flowed>At 02:40 AM 1/11/2000 , Rob Bowes wrote:

>For Eric, my request is that you please be a little less heated when
>initially flaming someone on THIS forum (i.e. turn the flames down a notch
>or two). I realize that bad Cajun fish can leave someone in a horrid state
>of mind. :-) I also feel your pain with respect to the fact that most
>users never bother reading the documentation. NOTE!! This is NOT a poke at
>you Mathias, but a simple fact I have learned since AB's release. :-( I
>have had to learn to accept this fact and not take it personally.

Sorry guys. Apologies all round. About 1/2 hour after I wrote those
message I went home sick. I DID have a case of food poisoning, and it was
making me VERY irritable. I even snapped at my cat when I got home, and I
never do that...

Thanks for putting up with me, Rob :) One time shot. Promise.

E


Eric Landes
mailto:eric@landesfamily.com
http://www.landesfamily.com
ICQ: 497082
Page me online : http://wwp.mirabilis.com/497082


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</x-flowed>
 
> #1 As you discovered, you can't utilize conflict groups when different
> units can take items in various amounts. You also can't impose a limit on
> the number of items of a particular category if that number varies. The
> solution is to use the "clmt" attribute for units. Using this attribute,
> you can restrict that Unit X may only take 2 items of Wargear, 2 items of
> Exarch Skills, and 1 item of Exarch Wargear. If conflict groups work, that
> is preferable (IMHO). When conflict groups don't work, "clmt" is the
solution.

clmt:warg<=2
This is, what I entered in the External Attributs field.
Doesn´t work, I don´t see my mistake.

warg is the abbr. for Wargear
The unit can still take up to 5 items of the group wargear.
(using AB 1.4d)

Suggestions?


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One fine day in the middle of the night, [Freek Inc] Mathias Schreiber
<schreiber@freek-inc.com> got up to write:

>clmt:warg<=2
>This is, what I entered in the External Attributs field.
>Doesn´t work, I don´t see my mistake.
>
>warg is the abbr. for Wargear
>The unit can still take up to 5 items of the group wargear.
>(using AB 1.4d)

Are you sure you're not confusing Items with Options? clmt: works with
Items, I use it to make sure the Farseer takes at least one power. If
you're talking about options, use something like:

must:categ=Banana+Haddock@min=5

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No Prob, I know what Items are
In the definition file i have made 4 categories of Items

Wargear [warg]
Vehicle Upgrade [vehc]
Exarch Wargear [exe]
Exrach Skills [exp]

Maybe I should post the files somewhere for download, so everybody can see
through and help me find the error


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No Prob, I know what Items are
In the definition file i have made 4 categories of Items

Wargear [warg]
Vehicle Upgrade [vehc]
Exarch Wargear [exe]
Exrach Skills [exp]

Maybe I should post the files somewhere for download, so everybody can
see
through and help me find the error

(if this posting should appear 2 times, sorry)


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<x-flowed>
>clmt:warg<=2
>This is, what I entered in the External Attributs field.
>Doesn´t work, I don´t see my mistake.
>
>warg is the abbr. for Wargear
>The unit can still take up to 5 items of the group wargear.
>(using AB 1.4d)
>
>Suggestions?

The "clmt" attribute is a validation attribute. As such, it does not
preclude the selection of more than 2 pieces of wargear. Instead, it flags
a validation error when you select more than 2 pieces. You should see the
new message in the list of validation issues for the roster. Please check
to see if this is happening properly.

There is also a nasty little (and SUBTLE) bug that slipped into V1.4d that
you should be aware of. The problem is that an internal value is not being
set properly if a special condition exists within AB. That condition is
that *NO* "global" validation rules exist in the data file for the loaded
roster. Since virtually all data files have at least ONE global validation
rule, this bug never materialized before. By global, I mean a rule that
spans the entire roster, such as "trat", "tlmt", etc. This bug affects many
validation rules, such as "umax" and its kin.

Fortunately, the work around is pretty easy. :-) The workaround is to
simply define a nonsense global validation rule that applies to all
rosters. This is done by defining an augmentation record with a race prefix
of "xx" (i.e. it applies to all of the races). The easiest solution is to
define an attribute that will never be applicable, such as
"tlmt:none-pct=100@max". This limits all units of type "none" to be no more
than 100% of the roster points, which is useless, except in this case where
we need a workaround. :-)

Hope this helps, Rob

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