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Re: Making a scenario using "Regicide" type of victory

Posted: 16 Jul 2018, 17:27
by Bogdan


Added after 48 minutes 59 seconds:
So it was tough, but we did it! Hope someone will enjoy

Re: Making a scenario using "Regicide" type of victory

Posted: 21 Jul 2018, 13:45
by Loewenherz
I will integrate it to the other scenarios. Thanks for your hard work.

Re: Making a scenario using "Regicide" type of victory

Posted: 09 Feb 2019, 13:58
by Bogdan
Dr.MonaLisa wrote: 09 Jul 2018, 11:11 Any unit can be a King in your scenario, even a priest or a citizen.
Hello again) I remember you said any unit can be used as a King. But what about buildings? Can I use, say, a wall as an object that will force scenario to be lost if the wall ruined? Of course, it won't be a "Regicide", but is it possible at all? :D

Re: Making a scenario using "Regicide" type of victory

Posted: 09 Feb 2019, 14:03
by Dr.MonaLisa
Bogdan wrote: 09 Feb 2019, 13:58 Hello again) I remember you said any unit can be used as a King. But what about buildings? Can I use, say, a wall as an object that will force scenario to be lost if the wall ruined? Of course, it won't be a "Regicide", but is it possible at all? :D
I think if it's possible to add a "script name" to the building/part of the Wall in the Map Editor, then it would work.
Simply usage of "if (!DoesUnitExist())" (maybe this function was called differently) would do the job.

Re: Making a scenario using "Regicide" type of victory

Posted: 09 Feb 2019, 14:09
by Bogdan
And so "KingDeadAction" function can be used with it?

Re: Making a scenario using "Regicide" type of victory

Posted: 09 Feb 2019, 14:23
by Dr.MonaLisa
Not sure, which is the newest version of that function?

Re: Making a scenario using "Regicide" type of victory

Posted: 10 Feb 2019, 12:12
by Bogdan
Thank you Mona, everything is working now)
Except LoseScenario() function. It doesn't work at all, so don't use it.

Re: Making a scenario using "Regicide" type of victory

Posted: 10 Feb 2019, 14:32
by Dr.MonaLisa
LoseScenario() doesn't work because of this change: viewtopic.php?p=23985#p23985

But then would need another solution for the previous issue, where buildings stay in game, hmm....

Re: Making a scenario using "Regicide" type of victory

Posted: 10 Feb 2019, 14:58
by Bogdan
They don't stay anymore, that is ok

Re: Making a scenario using "Regicide" type of victory

Posted: 23 Feb 2019, 20:11
by Bogdan
Hi! :) I'm making a new scenario now, so I took some ideas from previous one. Can you please help me? I've used this functions for deleting player's units and buildings:

Code: Select all

AddUnitsByAttributeToGroup("KillUnitsOfPlayer1", "MobileUnits", iPLAYER1, kPlayerMode_Self, NULL);
AddUnitsByTypeToGroup("KillUnitsOfPlayer1", "BareBoneBuilding", iPLAYER1, kPlayerMode_Self, NULL);
They work fine though. However, deleting all buildings and units don't lead to the scenario end (winning or losing). Player just stays in game with 0 units and buildings... What could be the problem?