27.04.2005, 01:16:44
(This post was last modified: 27.04.2005, 10:49:04 by Bobingabout.)
lol...
some good points there though.
@ren do you mean create new weapons with costom cursers, or just edit the existing ones.
@PD remember, every action can have upto 4 possible cursers:
Can do it
Can't do it
Can do it MiniMap
Can't do it MiniMap
some things use an attackmove, but i think this is a seperate action...
but imo, you should have a list to create actions, then another list to be able to edit cursers, like an array system
[Actions]
0=newpara1
1=newpara2
2=newspyplane
[newpara1]
AttackMouse=blah blah blah
InvalidMouse=Blah Blah Blah
and so on. this way you can edit existing actions if you know their name. also, tags should be unique, so if you add the action to be the same name as the superweapon, you can add these tags to the superweapon itself.
*remember crazy things, you can create an infantry, building and a (SHP based)tank with the same codename, and still have 3 seperate objects, but they share the [***] listing, so are resticted to same health and so on. infact, it is possible to create animtoinfantry to a units codename if you add the apropriate tags, just might act strange.
some good points there though.
@ren do you mean create new weapons with costom cursers, or just edit the existing ones.
@PD remember, every action can have upto 4 possible cursers:
Can do it
Can't do it
Can do it MiniMap
Can't do it MiniMap
some things use an attackmove, but i think this is a seperate action...
but imo, you should have a list to create actions, then another list to be able to edit cursers, like an array system
[Actions]
0=newpara1
1=newpara2
2=newspyplane
[newpara1]
AttackMouse=blah blah blah
InvalidMouse=Blah Blah Blah
and so on. this way you can edit existing actions if you know their name. also, tags should be unique, so if you add the action to be the same name as the superweapon, you can add these tags to the superweapon itself.
*remember crazy things, you can create an infantry, building and a (SHP based)tank with the same codename, and still have 3 seperate objects, but they share the [***] listing, so are resticted to same health and so on. infact, it is possible to create animtoinfantry to a units codename if you add the apropriate tags, just might act strange.