 |
|  |
 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:22
|
|
quote: The rustle order was used bit like slaving order only on cows, u would use it and steal the cow ( I think ) |
Not what i expected 
quote: In CtP2 through SLIC could you make it so when you attack a settler with a combat unit, a message box pops up asking if you want to kill it or want to take it over (just an idea) |
code:
unit_t SettlerToGet;
int_t CanBattle;
HandleEvent(Battle) 'GetTheSettlerToYou' pre {
int_t i;
int_t num;
unit_t tmpUnit;
num = GetUnitsAtLocation(location[0]);
if(num == 1) {
for (i = 0; i < num; i = i + 1){
GetUnitFromCell(location[0], i, tmpUnit);
if(tmpUnit.type == UnitDB(UNIT_SETTLER)
|| tmpUnit.type == UnitDB(UNIT_URBAN_PLANNER)
|| tmpUnit.type == UnitDB(UNIT_SEA_ENGINEER)){
if(CanBattle == 0) {
SettlerToGet = tmpUnit;
message(g.player, 'GetTheSettlerToYou');
return STOP;
}
else{
CanBattle = 0;
}
}
}
}
}
messagebox 'GetTheSettlerToYou' {
Show();
text(ID_DO_YOU_WANT_THE_SETTLER);
Button(ID_YES){
CreateUnit(g.player, SettlerToGet.type, army[0].location, 0);
Event: DisbandUnit(SettlerToGet);
}
Button(ID_NO){
CanBattle = 1;
Event: Battle(army[0], location[0]);
}
}
create this a message to this DO_YOU_WANT_THE_SETTLER "" in the info_str.txt
And copy this in the same file
code:
YES "Yes"
NO "No"
Not tested even to find syntax errors, maybe tomorrow i do this if you dont. 
Note: The code will only trigger if there is only one unit (the settler itself) at the settler location.
Last edited by Pedrunn on 30-09-2002 at 08:14
|
|
|  |
 |
|  |
 |
|
Peter Triggs
|
|
Gone Fishin, Canada
Jan 2000 time: 05:22
|
|
SMIFFGIG,
You'd have to limit it as per your suggestion. I'm sure it could be done, but it would be a bit tedious if not downright difficult. That's why they dropped the unit in the first place:
quote:
HOW THE COW GOT SLAUGTHERED
(15 May 2000, 04:08 | CtP) One of the most discussed units that never made it on CTP, was the cow unit. If you dont remember, the cow units looked like a... cow, and could boost the food production of a tile. Since it was a unit you could move it wherever it was needed. In the end, the unit was cut, but the sprite was there(check out Mr Temba's Cow Mod that enables it).
Today, Mr Ogre of Activision, when the question of whether the cow unit will be back was posted, answered negatively and explained how it got... slaughtered the first time...
We all got a real kick out of it too, and it was useful for its intended purpose, but it was also far too useful as a defense against stealth units. No, it couldn't see stealth units, but you could build cows all around your city and effectively stop stealth units from getting to it. We called it the Wall of Beef defense. We could have made cows more expensive to make that unreasonable, but then you'd have been better off just building more farms. So they had to go. -
MarkG
|
Mr Temba's Cow Mod must still be around and I guess could easily be adapted (just for fun) to CTP2.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|