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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: DarkStorm Military Technologies - Updated 6/11/09
capnbubs wrote: Darlos9D wrote: Ragdollmaster wrote: @Darlos: Yeah, you can just make a pre-equipped soldier with a ton of stuff by using AddToInventory, and it'll only cost the soldier's price in the buy menu.
Maybe there's a way to make it add on the cost with Lua? Or the simpler method would just be to price the Shoguns themselves higher (eg, replace the Shogun cost with the Total Cost) Then the shoguns cost that much without their weapons, and the weapons would have to cost nothing. It's weird. What I would do is make the Shogun cost the full price, then where you add inventory put goldcost = 0 under the copyofs. Would that have the unfortunate side-effect of not allowing us to sell those weapons back for any significant amount, in the unlucky event they're the only thing left to salvage?
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Sun Jul 05, 2009 10:31 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: DarkStorm Military Technologies - Updated 6/11/09
If they came with a Shogun, yes. It's Darlos' decision as to what he wants to do.
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Sun Jul 05, 2009 11:06 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 6/11/09
Oooh, I see what the issue with just adding the weapon to their inventory is. Because then you've got a doubly-expensive actor, and a weapon you got for free.
For whatever reason, you might want to sell the weapon but keep the actor, in which case you would want the weapon to be its normal cost. But you also might want to sell both, in which case an easier solution would give you too much money.
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Sun Jul 05, 2009 11:56 am |
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Franchan
Joined: Sat Jun 27, 2009 7:28 pm Posts: 67
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Re: DarkStorm Military Technologies - Updated 6/11/09
That's a really good tactic. Never thought of it before. That's why you change the price to equal the shogun+the gun.
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Sun Jul 05, 2009 12:09 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 6/11/09
Franchan wrote: That's a really good tactic. Never thought of it before. That's why you change the price to equal the shogun+the gun. But then if you LOSE the gun, you're still selling the unit for what you payed; and if you want to sell ONLY the gun, you get nothing. That's not fair, is it?
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Sun Jul 05, 2009 1:03 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 6/11/09
considering the unit has all the power and ammunition for the weapons, the weapons wouldnt be worth too much on their own. i'd prefer more visually expensive soldiers.
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Sun Jul 05, 2009 1:07 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: DarkStorm Military Technologies - Updated 6/11/09
This problem is why vanilla actors rarely come with weapons, and when they do, they're usually ones that are attached and gib when the unit loses them (think Dreadnaughts).
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Sun Jul 05, 2009 1:35 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: DarkStorm Military Technologies - Updated 6/11/09
Geti wrote: considering the unit has all the power and ammunition for the weapons, the weapons wouldnt be worth too much on their own. i'd prefer more visually expensive soldiers. Yeah, make it so that the weapons won't fire unless handled by a DS actor, and the 'worthless guns' idea would be valid. I mean, a gun that doesn't shoot is as well be worthless to those outside DS.
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Mon Jul 06, 2009 5:46 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: DarkStorm Military Technologies - Updated 6/11/09
-_-" The weapons we are referring to are unable to be picked up by non-specific Darkstorm units and are only purchasable through the cases which require you to pick them up and pre-equipped on said specific units.
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Mon Jul 06, 2009 7:11 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: DarkStorm Military Technologies - Updated 6/11/09
I have another idea to solve the problem with the buy menu, you price the trooper the normal cost, then give him more than 100 in life, then have a Lua script that resets it's health to 100 and terminates after the unit has arrived, then price the weapon accordingly, i don't know if the price bug is fixed or not, so this may not work.
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Mon Jul 06, 2009 11:05 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: DarkStorm Military Technologies - Updated 6/11/09
SetTeamFunds function anybody?
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Mon Jul 06, 2009 11:24 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: DarkStorm Military Technologies - Updated 6/11/09
mail2345 wrote: SetTeamFunds function anybody? Is there a variable (or whatever it's called) in Lua that shows what is returned with crafts?
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Tue Jul 07, 2009 12:09 am |
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Ingoguy15
Joined: Mon Jan 26, 2009 1:01 am Posts: 40
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Re: DarkStorm Military Technologies - Updated 6/11/09
I like the mod, and I know there probably isn't anything you can do about this, but the PD shields cause lag at intervals. I assume that's caused by all the checks it does, but I just wanted to know why, and if there's anything that can be done.
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Sun Jul 19, 2009 8:12 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 6/11/09
Ingoguy15 wrote: I like the mod, and I know there probably isn't anything you can do about this, but the PD shields cause lag at intervals. I assume that's caused by all the checks it does, but I just wanted to know why, and if there's anything that can be done. Yes it is, and no it can't. Sorry.
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Sun Jul 19, 2009 9:01 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: DarkStorm Military Technologies - Updated 6/11/09
How's the Kitsune goin'?
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Wed Jul 22, 2009 2:41 pm |
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