load/unload
Posted: Sun Jan 13, 2013 4:49 pm
I post here because I don't have clear where should this be posted.
Load and unload infantry cost 8 AP, BUT not always.
When loading an infantry it spends 8 APs, if not available the Inf. can't load.
When unloading an infantry it spends 8 APs if the Inf. has APs, if it doesn't it spend 0 APs.
Example
An Inf. adjacent to a transport:
LOAD: 8 APs,
UNLOAD: 8 AP,
LEFT: 0 Aps
RESULT 16 APs used.
An Inf. a tile away of a transport moves adjacent
MOVE 4 APs
LOAD: 8 APs
UNLOAD: 8 Aps
LEFT: 0 Aps
RESULT: 20 APs.
An Inf. two tiles away of a transport moves adjacent
MOVE 8 APs
LOAD: 8 APs
UNLOAD: 8 Aps
LEFT: 0 Aps
RESULT: 24 APs.
This happens because LOAD.BSF file gives always the opportunity to unload
ap = GetAttrib(unit, "AP") ;
ap -= 8 ;
if(ap<0)
{
ap = 0 ;
}
Maybe a better approach could be found.... if you need 8 APs to load, maybe you should also need 8 to unload.. it's odd to have a different cost for doing the same.
RESUMEN to unload:
If 8 AP left it cost 8, if 7 APs left it cost 7, and so on, if 0 Aps left it cost 0.
Load and unload infantry cost 8 AP, BUT not always.
When loading an infantry it spends 8 APs, if not available the Inf. can't load.
When unloading an infantry it spends 8 APs if the Inf. has APs, if it doesn't it spend 0 APs.
Example
An Inf. adjacent to a transport:
LOAD: 8 APs,
UNLOAD: 8 AP,
LEFT: 0 Aps
RESULT 16 APs used.
An Inf. a tile away of a transport moves adjacent
MOVE 4 APs
LOAD: 8 APs
UNLOAD: 8 Aps
LEFT: 0 Aps
RESULT: 20 APs.
An Inf. two tiles away of a transport moves adjacent
MOVE 8 APs
LOAD: 8 APs
UNLOAD: 8 Aps
LEFT: 0 Aps
RESULT: 24 APs.
This happens because LOAD.BSF file gives always the opportunity to unload
ap = GetAttrib(unit, "AP") ;
ap -= 8 ;
if(ap<0)
{
ap = 0 ;
}
Maybe a better approach could be found.... if you need 8 APs to load, maybe you should also need 8 to unload.. it's odd to have a different cost for doing the same.
RESUMEN to unload:
If 8 AP left it cost 8, if 7 APs left it cost 7, and so on, if 0 Aps left it cost 0.