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Unit Types and restricting tweaks

  • Thread starter Thread starter ace at madbomber.net
  • Start date Start date
A

ace at madbomber.net

Guest
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).


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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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> 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.
>
I just did this--for example, I added "type:L" to the local attributes of
the Mutant, which should theoretically tag him as being "not allowed to take
'Legendary' items". It is not preventing the Mutant from being able to take
the displacer field (which should not be displayed for units with a type of
"L"). Am I doing something wrong? Do I need to delete the options that add
the type onto these units? Help?

> 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.

Yes, this would work for R/L/E. Since I've already done everything one way,
and then re-done them to incorporate type, I may not get to this right away
:), as the way I've done it SHOULD work also, correct?

>
> 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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> ---------------------~-->
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>
 
I just double-checked AB's behavior and "zutp" appears to be working
correctly.

Just to be certain there's no misunderstanding, the "zutp" attribute
controls the visibility of the TWEAK and NOT the item itself. To control
the visibility of the item, "itst" is used on the item. So if I have a
legendary item that is not allowed to a unit, then I would use
"itst:!type=L" (using the protocol you have established). If I have an item
that is non-legendary but there is a tweak available for that item that IS
legendary, I would use "zutp:!L" to limit the visibility of the specific
tweak. The tweak has no influence on the visibility of the item, though.

If there has been no confusion about how tweaks and "zutp" work, yet the
problem persists for you, please send me your most recent data files and
I'll take a look at them myself to figure out the problem.

Thanks, Rob


At 11:09 AM 9/4/2001 -0400, you wrote:
> > 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.
> >
>I just did this--for example, I added "type:L" to the local attributes of
>the Mutant, which should theoretically tag him as being "not allowed to take
>'Legendary' items". It is not preventing the Mutant from being able to take
>the displacer field (which should not be displayed for units with a type of
>"L"). Am I doing something wrong? Do I need to delete the options that add
>the type onto these units? Help?


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


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