View unanswered posts | View active topics It is currently Sun May 19, 2024 7:27 am



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 151, 152, 153, 154, 155, 156, 157, 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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?


Sun Jul 05, 2009 10:31 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Post 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.


Sun Jul 05, 2009 11:06 am
Profile WWW
User avatar

Joined: Tue Jul 03, 2007 12:33 am
Posts: 1275
Location: Elsewhere.
Post 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.


Sun Jul 05, 2009 11:56 am
Profile
User avatar

Joined: Sat Jun 27, 2009 7:28 pm
Posts: 67
Post 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.


Sun Jul 05, 2009 12:09 pm
Profile
User avatar

Joined: Tue Jul 03, 2007 12:33 am
Posts: 1275
Location: Elsewhere.
Post 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?


Sun Jul 05, 2009 1:03 pm
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post 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.


Sun Jul 05, 2009 1:07 pm
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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).


Sun Jul 05, 2009 1:35 pm
Profile
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Post 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.


Mon Jul 06, 2009 5:46 am
Profile YIM WWW
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Post 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.


Mon Jul 06, 2009 7:11 am
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Post 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.


Mon Jul 06, 2009 11:05 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 6/11/09
SetTeamFunds function anybody?


Mon Jul 06, 2009 11:24 pm
Profile
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Post 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?


Tue Jul 07, 2009 12:09 am
Profile

Joined: Mon Jan 26, 2009 1:01 am
Posts: 40
Post 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.


Sun Jul 19, 2009 8:12 pm
Profile
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Post 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.


Sun Jul 19, 2009 9:01 pm
Profile WWW
User avatar

Joined: Sun Apr 29, 2007 6:11 pm
Posts: 543
Location: The hood
Post Re: DarkStorm Military Technologies - Updated 6/11/09
How's the Kitsune goin'?


Wed Jul 22, 2009 2:41 pm
Profile WWW
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 151, 152, 153, 154, 155, 156, 157, 158  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.023s | 12 Queries | GZIP : Off ]