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Replacing child unit's and Q's about options

  • Thread starter Thread starter tneva82 at yahoo.com
  • Start date Start date
T

tneva82 at yahoo.com

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Is it possible that with certain option the child unit the option
belonged is replaced with another option?

And in another is there any way to control number of different
option's chosen in total? If I have say 4 different option from which
you can choose as many from one as you want as long as total from
each 4 together doesn't exceed certain number?

And in final question is it possible to alter the count of child unit
from these options. So if I have option with special attribute rang:0-
4 the count of child unit is same as that is chosen?


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At 04:48 AM 4/9/2003 +0000, you wrote:
>Is it possible that with certain option the child unit the option
>belonged is replaced with another option?

I'm sorry, I don't understand what you mean by this. Could you rephrase it?

>And in another is there any way to control number of different
>option's chosen in total? If I have say 4 different option from which
>you can choose as many from one as you want as long as total from
>each 4 together doesn't exceed certain number?

Create a conflict group that can have a maximum of 4 options taken, then
make every option you want to limit a member of that conflict group. As
soon as you reach the limit of 4, no more will be able to be taken.

>And in final question is it possible to alter the count of child unit
>from these options. So if I have option with special attribute rang:0-
>4 the count of child unit is same as that is chosen?

I'm afraid not; but perhaps you're thinking of this in the wrong way. Why
not just let the user choose the size he wants the child unit to be?


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com


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> I'm sorry, I don't understand what you mean by this. Could you
>rephrase it?

Originally parent has child unit A. In child unit A there is option
called upgrade to Land Raider(I'm working on Epic Armageddon files
btw). Choosing that should replace child unit A(predator in this
case) to land raider. Name, stat's, options all.

> I'm afraid not; but perhaps you're thinking of this in the wrong
>way. Why
> not just let the user choose the size he wants the child unit to be?

Can that method be combined with limiting number of options as per
question #2?


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At 01:57 PM 4/9/2003 -0700, you wrote:
> >And in final question is it possible to alter the count of child unit
> >from these options. So if I have option with special attribute rang:0-
> >4 the count of child unit is same as that is chosen?
>
>I'm afraid not; but perhaps you're thinking of this in the wrong way. Why
>not just let the user choose the size he wants the child unit to be?

You might be able to utilize the "rept" attribute. I'm not certain of what
you're trying to accomplish, but this would let you attach a variable
number of child units. If each child unit modified a hidden stat in the
parent unit, you could track the number of children within the parent via
that stat and use it accordingly.

Hope this helps,
Rob

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Lone Wolf Development www.wolflair.com


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At 04:33 AM 4/10/2003 +0000, you wrote:
> > I'm sorry, I don't understand what you mean by this. Could you
> >rephrase it?
>
>Originally parent has child unit A. In child unit A there is option
>called upgrade to Land Raider(I'm working on Epic Armageddon files
>btw). Choosing that should replace child unit A(predator in this
>case) to land raider. Name, stat's, options all.

This is easy to do if the option is in the parent unit. The "upgrade"
option would simply delete the standard option when selected.

Fully replacing one unit with another from the child is extremely difficult
- so much so that I don't want to even outline the process, since it will
(a) take a long time to explain and (b) probably be very confusing.

If you must do this from the child unit, the proper solution is to have the
"upgrade" option apply all the appropriate changes to the default unit to
convert it to the upgraded version. This includes applying all stat
adjustments, overriding the name, etc. It's a good bit more work to do it
this way, but it will give you the result you want.

Hope this helps,
Rob

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Rob Bowes (rob@wolflair.com) (559) 658-6995
Lone Wolf Development www.wolflair.com


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> You might be able to utilize the "rept" attribute. I'm not certain
>of what
> you're trying to accomplish, but this would let you attach a

Mainly I guess just to do what IMO would be more logical. What I'm
trying to do is that formation has fixed amount of units. Some or all
can be upgraded to other unit. It would IMO be bit more logical if
number of upgrade's would be chosen from option panel. That's easy
part. What's not is getting unit count on unit list go up and down
respectivily.


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> This is easy to do if the option is in the parent unit.
>The "upgrade"
> option would simply delete the standard option when selected.

Hmmm...Workable but would mean lots of option's...Is there way to
group option's in groups I wish? Like upgrade's to one, options(which
give you additional units in addition to those you originally had)
and so on? I seem to remember datafile which had system like that but
can't remember which it was if any.

> Hope this helps,

Sure.


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At 10:58 AM 4/10/2003 +0000, you wrote:
> > You might be able to utilize the "rept" attribute. I'm not certain
> >of what
> > you're trying to accomplish, but this would let you attach a
>
>Mainly I guess just to do what IMO would be more logical. What I'm
>trying to do is that formation has fixed amount of units. Some or all
>can be upgraded to other unit. It would IMO be bit more logical if
>number of upgrade's would be chosen from option panel. That's easy
>part. What's not is getting unit count on unit list go up and down
>respectivily.

Unfortunately, you're going to need to operate within the framework
provided by AB. This means you'll need to do things the way that AB
provides, whether or not it's the "optimal" way you'd like it to work. :-)

Since the unit size is fixed, each child unit should be attached via a
separate option. The "rept" attribute is great for when you can have "up to
X" child units of a given type. For a fixed situation, separate options for
each is most appropriate.

If there are various units that can be selected for each child, one
possible solution would be to have each child unit attached via options in
a table attribute. The default selection for the table would be the default
child unit. The user could then use each table to pick an alternate child
unit for each slot.

Hope this helps,
Rob

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Lone Wolf Development www.wolflair.com


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At 11:22 AM 4/10/2003 +0000, you wrote:
> > This is easy to do if the option is in the parent unit.
> >The "upgrade"
> > option would simply delete the standard option when selected.
>
>Hmmm...Workable but would mean lots of option's...Is there way to
>group option's in groups I wish? Like upgrade's to one, options(which
>give you additional units in addition to those you originally had)
>and so on? I seem to remember datafile which had system like that but
>can't remember which it was if any.

I'm not understanding this clearly. Please give me a more concrete example
of what you are striving for. Since I have no familiarity with the game
system in question, you'll have to give me all the details so I can try to
help. :-)

Thanks, Rob

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Lone Wolf Development www.wolflair.com


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> system in question, you'll have to give me all the details so I can
>try to
> help. :-)

Well example from option panel I would like to have:

===upgrades====

upgrade number #1
upgrade number #2
upgrade number #3

===Support formations===

Support #1
Support #2
Support #3

Basicly some way to get the number of option's to order by type so
they are not all bunched up in order AB does it. In what I'm aiming
at would be one like:

===basic units===

Predator
Land raider
Defiler

===Support units===

...
...
...

Just realised I can ease up the panel with rept command(thanks!) but
it would still be nice if I can have the basic units and support unit
choises separated with some lines on option panel. Like above.
Especially as those support units have same choises as basic units.
Other just pays more and other is required to have from beginning.

Hopefully that made it more clear.


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> Unfortunately, you're going to need to operate within the framework
> provided by AB. This means you'll need to do things the way that AB
> provides, whether or not it's the "optimal" way you'd like it to
>work. :-)

Ok. If it isn't possible that way then that's the way I do not do it.
Sigh.

> Since the unit size is fixed, each child unit should be attached
>via a
> separate option. The "rept" attribute is great for when you can
>have "up to
> X" child units of a given type. For a fixed situation, separate
>options for
> each is most appropriate.

Hmmm...Getting ever closer. This give's nicely all but 2 thing I need
(well okay I don't techicly NEED them. One could do all they need
even before these but just would result in illegal armies :D). Now it
works like I want except 2 things.

It allows to have say 3 attack bikes and 5 bikes...Ok it complains
but I prefer if it would prevent it. Okay I can be satisfied with
this so is it possible or do I just have to shrug it and be done with
this?

Second. Anyway I can have there 5 invidual bike unit at start or do
user have to click each invidually?

Par those 2 all work great so far...Thanks.


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