index = 1
tileData = GetTileData(tilex, tiley, index);
Log ("tileData", tileData);
if (tileData >=4)
{
// do anything
}
else
{
SetTileData(tilex, tiley, index, tileData+1);
}
This works on single user but not in MP.
Is the tile data reset every turn in MP?
Is there a way to see the Log info in MP?
Tile Data
Moderators: Slitherine Core, BA Moderators
-
pipfromslitherine
- Site Admin

- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Tile Data
Hmmmm. I would need to check - it is possible that the tile data isn't saved for MP - it was really designed for temporary use as are most of the 'shared' data spaces. I will take a look.
Cheers
Pip
Cheers
Pip
Re: Tile Data
Can you told me a bypass to keep data associated to a tile?.
Unit(s) can act in tiles doing a job, after several turns doing this job something has to be happen.
Now, this works removing tank traps, for example, because objects data seems to be kept during turns.
Unit(s) can act in tiles doing a job, after several turns doing this job something has to be happen.
Now, this works removing tank traps, for example, because objects data seems to be kept during turns.
-
pipfromslitherine
- Site Admin

- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Tile Data
I can't think of anything that would work for that - other than perhaps an object. Actually, the threat map data is also saved, so that could work.
Cheers
Pip
Cheers
Pip
Re: Tile Data
Well, knowing that tile data is not kept in MP I've made a bypass that I think it works.
This kind of things will be grateful appreciated if were documented, so you will avoid a lot of hours of crashing minds trying to understand.
The question you forgot to answer me is: "Is there a way to see the Log info in MP?"
And if NOT, is there a way to debug MP (see values during execution).
BTW, the option to modify a error script during executing BA, is a great saving time. If you can fix the lost mouse, it will be perfect.
This kind of things will be grateful appreciated if were documented, so you will avoid a lot of hours of crashing minds trying to understand.
The question you forgot to answer me is: "Is there a way to see the Log info in MP?"
And if NOT, is there a way to debug MP (see values during execution).
BTW, the option to modify a error script during executing BA, is a great saving time. If you can fix the lost mouse, it will be perfect.
-
pipfromslitherine
- Site Admin

- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Tile Data
I have made the popup allow for the appropriate keys in the next update, although that won't be for a while.
I think I disabled the log in MP to prevent cheating - it might be I was being a little too paranoid. The same for debugging.
Cheers
Pip
I think I disabled the log in MP to prevent cheating - it might be I was being a little too paranoid. The same for debugging.
Cheers
Pip
Re: Tile Data
Yes, this is a good idea to disable the Log to prevent cheating, although maybe if there were the possibility that, if you are playing again yourself (both player are the same) to enable the Log, if you play again yourself you are not cheating, probably just debugging.pipfromslitherine wrote:I have made the popup allow for the appropriate keys in the next update, although that won't be for a while.
I think I disabled the log in MP to prevent cheating - it might be I was being a little too paranoid. The same for debugging.
Cheers
Pip
-
pipfromslitherine
- Site Admin

- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Tile Data
I'll add it to the task list.
Cheers
Pip
Cheers
Pip
