• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Linking options to other options uniquely

  • Thread starter Thread starter jizbrand at kc.rr.com
  • Start date Start date
J

jizbrand at kc.rr.com

Guest
I'm working on AB files for Trinity Battleground. Each weapon is
entered as an option. I also have things like sights and ammunition
as options too. What I need to do is to set up, say, a rifle such
that it has the option of taking a laser, infrared, or telescopic
sight. Taking any one should disable all the others.

I can link the sight to the weapon via a "more" attribute. And I can
set up each of the sights to deselect all other sights once the
primary sight is selected using the "over" attribute.

Now here's the problem I'm trying to solve. A figure can have more
than one weapon, hence more than one sight. If I set up weapons and
sights as described above, when the second weapon is selected, it
opens up all the sights again for selection. Selecting any one
deselects the sight for the first weapon.

Question: How do I set up the weapon and the sight so that the two
are linked independently of a second weapon and sight combination?

Constraints: I'd prefer not to have the weapons as Items (probably
the easiest way to do this); and, I'd prefer not to have to define
each type of sight for each type of weapon (e.g.,
Laser_Sight_for_Pistol, Laser_Sight_for_Submachinegun, etc.).

Any ideas?


------------------------ Yahoo! Groups Sponsor ---------------------~-->
Get your FREE credit report with a FREE CreditCheck
Monitoring Service trial
http://us.click.yahoo.com/M8mxkD/bQ8CAA/ySSFAA/IMSolB/TM
---------------------------------------------------------------------~->
 
I hate to say it (as you've mentioned you'd prefer not to...), but it
really sounds like your best implementation is as items with tweaks
(for sights, etc., etc.). What you might want to look at is
triggering items through options with take:, which allows your
primary weapon/option to show up on the options panel (rather than
needing to go into the equipment dialog). Individual tweaks can then
be accomplished by selecting the new line item, and the tweaks will
show up in the options box.

good luck,
daniel


--- In armybuilder@y..., jizbrand@k... wrote:
> I'm working on AB files for Trinity Battleground. Each weapon is
> entered as an option. I also have things like sights and
ammunition
> as options too. What I need to do is to set up, say, a rifle such
> that it has the option of taking a laser, infrared, or telescopic
> sight. Taking any one should disable all the others.
>
> I can link the sight to the weapon via a "more" attribute. And I
can
> set up each of the sights to deselect all other sights once the
> primary sight is selected using the "over" attribute.
>
> Now here's the problem I'm trying to solve. A figure can have more
> than one weapon, hence more than one sight. If I set up weapons
and
> sights as described above, when the second weapon is selected, it
> opens up all the sights again for selection. Selecting any one
> deselects the sight for the first weapon.
>
> Question: How do I set up the weapon and the sight so that the two
> are linked independently of a second weapon and sight combination?
>
> Constraints: I'd prefer not to have the weapons as Items (probably
> the easiest way to do this); and, I'd prefer not to have to define
> each type of sight for each type of weapon (e.g.,
> Laser_Sight_for_Pistol, Laser_Sight_for_Submachinegun, etc.).
>
> Any ideas?


------------------------ Yahoo! Groups Sponsor ---------------------~-->
Get your FREE credit report with a FREE CreditCheck
Monitoring Service trial
http://us.click.yahoo.com/M8mxkD/bQ8CAA/ySSFAA/IMSolB/TM
---------------------------------------------------------------------~->
 
Yeah. What he said. :-)

Also, when you create the items, make sure to have a hidden item category
and assign all the weapon items to that category. This way, they won't even
exist in the special items list for the user to get confused with.

Hope this helps,
Rob


At 06:49 PM 8/22/2001 +0000, you wrote:
>I hate to say it (as you've mentioned you'd prefer not to...), but it
>really sounds like your best implementation is as items with tweaks
>(for sights, etc., etc.). What you might want to look at is
>triggering items through options with take:, which allows your
>primary weapon/option to show up on the options panel (rather than
>needing to go into the equipment dialog). Individual tweaks can then
>be accomplished by selecting the new line item, and the tweaks will
>show up in the options box.
>
>good luck,
>daniel
>
>
>--- In armybuilder@y..., jizbrand@k... wrote:
> > I'm working on AB files for Trinity Battleground. Each weapon is
> > entered as an option. I also have things like sights and
>ammunition
> > as options too. What I need to do is to set up, say, a rifle such
> > that it has the option of taking a laser, infrared, or telescopic
> > sight. Taking any one should disable all the others.
> >
> > I can link the sight to the weapon via a "more" attribute. And I
>can
> > set up each of the sights to deselect all other sights once the
> > primary sight is selected using the "over" attribute.
> >
> > Now here's the problem I'm trying to solve. A figure can have more
> > than one weapon, hence more than one sight. If I set up weapons
>and
> > sights as described above, when the second weapon is selected, it
> > opens up all the sights again for selection. Selecting any one
> > deselects the sight for the first weapon.
> >
> > Question: How do I set up the weapon and the sight so that the two
> > are linked independently of a second weapon and sight combination?
> >
> > Constraints: I'd prefer not to have the weapons as Items (probably
> > the easiest way to do this); and, I'd prefer not to have to define
> > each type of sight for each type of weapon (e.g.,
> > Laser_Sight_for_Pistol, Laser_Sight_for_Submachinegun, etc.).
> >
> > Any ideas?


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


------------------------ Yahoo! Groups Sponsor ---------------------~-->
Get your FREE credit report with a FREE CreditCheck
Monitoring Service trial
http://us.click.yahoo.com/M8mxkD/bQ8CAA/ySSFAA/IMSolB/TM
---------------------------------------------------------------------~->
 
Daniel, Rob: Thanks for the advice -- it is very nearly exactly what
I was looking for. The only challenge left is to figure a way to
append or prepend text to the notes indicating which weapon the
equipment is for. But I'll figure a way to do that, or else add a
bunch of tweaks unique to each weapons. Thanks for your help.

-- John

======================================================================


Yeah. What he said. :-)

Also, when you create the items, make sure to have a hidden item
category
and assign all the weapon items to that category. This way, they
won't even
exist in the special items list for the user to get confused with.

Hope this helps,
Rob


At 06:49 PM 8/22/2001 +0000, you wrote:
>I hate to say it (as you've mentioned you'd prefer not to...), but it
>really sounds like your best implementation is as items with tweaks
>(for sights, etc., etc.). What you might want to look at is
>triggering items through options with take:, which allows your
>primary weapon/option to show up on the options panel (rather than
>needing to go into the equipment dialog). Individual tweaks can then
>be accomplished by selecting the new line item, and the tweaks will
>show up in the options box.
>
>good luck,
>daniel
>
>
>--- In armybuilder@y..., jizbrand@k... wrote:
> > I'm working on AB files for Trinity Battleground. Each weapon is
> > entered as an option. I also have things like sights and
>ammunition
> > as options too. What I need to do is to set up, say, a rifle such
> > that it has the option of taking a laser, infrared, or telescopic
> > sight. Taking any one should disable all the others.
> >
> > I can link the sight to the weapon via a "more" attribute. And I
>can
> > set up each of the sights to deselect all other sights once the
> > primary sight is selected using the "over" attribute.
> >
> > Now here's the problem I'm trying to solve. A figure can have
more
> > than one weapon, hence more than one sight. If I set up weapons
>and
> > sights as described above, when the second weapon is selected, it
> > opens up all the sights again for selection. Selecting any one
> > deselects the sight for the first weapon.
> >
> > Question: How do I set up the weapon and the sight so that the
two
> > are linked independently of a second weapon and sight combination?
> >
> > Constraints: I'd prefer not to have the weapons as Items
(probably
> > the easiest way to do this); and, I'd prefer not to have to define
> > each type of sight for each type of weapon (e.g.,
> > Laser_Sight_for_Pistol, Laser_Sight_for_Submachinegun, etc.).
> >
> > Any ideas?



------------------------ Yahoo! Groups Sponsor ---------------------~-->
Get your FREE credit report with a FREE CreditCheck
Monitoring Service trial
http://us.click.yahoo.com/M8mxkD/bQ8CAA/ySSFAA/IMSolB/TM
---------------------------------------------------------------------~->
 
Tweaks are definitely the best way to do this.

Thanks, Rob


At 02:08 PM 8/23/2001 +0000, you wrote:
>Daniel, Rob: Thanks for the advice -- it is very nearly exactly what
>I was looking for. The only challenge left is to figure a way to
>append or prepend text to the notes indicating which weapon the
>equipment is for. But I'll figure a way to do that, or else add a
>bunch of tweaks unique to each weapons. Thanks for your help.
>
>-- John


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


------------------------ Yahoo! Groups Sponsor ---------------------~-->
Win a Marvel vs. CapCom 2 Arcade System!
Click Here to Enter...
http://us.click.yahoo.com/9YX7sC/o58CAA/9ZuFAA/IMSolB/TM
---------------------------------------------------------------------~->
 
Back
Top