From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 13023 invoked by alias); 4 Jun 2004 23:04:57 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 13009 invoked from network); 4 Jun 2004 23:04:56 -0000 Received: from unknown (HELO web13123.mail.yahoo.com) (216.136.174.141) by sourceware.org with SMTP; 4 Jun 2004 23:04:56 -0000 Message-ID: <20040604230455.43590.qmail@web13123.mail.yahoo.com> Received: from [67.170.221.152] by web13123.mail.yahoo.com via HTTP; Fri, 04 Jun 2004 16:04:55 PDT Date: Fri, 04 Jun 2004 23:04:00 -0000 From: Elijah Meeks Subject: Re: Consumption-per-fire? To: Hans Ronne Cc: xconq7@sources.redhat.com In-Reply-To: MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-SW-Source: 2004/txt/msg00466.txt.bz2 I don't understand. So the consumption-per-fire on its own won't cause any change, but if I set the hit-by table, it will consume ammo? Does this mean units that are false on the hit-by table are immune to the damage? Would I be able to include, for example, 'Tungsten Ammo' in a panzer game, along with "Regular AP" and "HE" and set it so that different tanks and infantry are invulnerable unless it has the right ammo? Because it doesn't seem that way. This is really quite confusing, what's the purpose of the hit-by table?? --- Hans Ronne wrote: > >Content-Type: text/plain; charset=us-ascii > >Content-Id: > >Content-Disposition: inline > > > >Material-to-fire, which is just a check to keep a > unit > >from firing if it does not have a certain number of > >materials, works just fine. > > > >Consumption-per-fire, which is supposed to consume > a > >set number of materials per fired shot, does not > work. > > > >You can see this in the attached scenario, which is > a > >modification of monster.g with a > consumption-per-fire > >table that should cause a monster to use up 4 > "test" > >materials with each fire. > > You also need to tell the game what units can be hit > by "test" ammo: > > (table hit-by > (u* test true) > ) > > This table defaults to false. > > Hans > > __________________________________ Do you Yahoo!? Friends. Fun. Try the all-new Yahoo! Messenger. http://messenger.yahoo.com/