Tile Data

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enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Tile Data

Post by enric »

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?
pipfromslitherine
Site Admin
Site Admin
Posts: 9928
Joined: Wed Mar 23, 2005 10:35 pm

Re: Tile Data

Post by pipfromslitherine »

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
enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Re: Tile Data

Post by enric »

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.
pipfromslitherine
Site Admin
Site Admin
Posts: 9928
Joined: Wed Mar 23, 2005 10:35 pm

Re: Tile Data

Post by pipfromslitherine »

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
enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Re: Tile Data

Post by enric »

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.
pipfromslitherine
Site Admin
Site Admin
Posts: 9928
Joined: Wed Mar 23, 2005 10:35 pm

Re: Tile Data

Post by pipfromslitherine »

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
enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Re: Tile Data

Post by enric »

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
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
Site Admin
Site Admin
Posts: 9928
Joined: Wed Mar 23, 2005 10:35 pm

Re: Tile Data

Post by pipfromslitherine »

I'll add it to the task list.

Cheers

Pip
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