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Fish Evans

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Posts: 347
Reply with quote  #31 
no thats not how it works:

<set_special name="Fred" clear="clear" ability="Cloak" />

removes the Cloak ability for example, the in quotes clear I belive can be substituted with any non null value

Quote:

ATTRIBUTE: ability (you can only use this attribute once per "set_special" command)
        VALID: text, consisting of one of the following:
            Stealth
            LowVis
            Cloak
            HET
            Warp
            Teleport
            Tractor
            Drones
            AntiMine
            AntiTorp
            ShldDrain
            ShldVamp
        
    ATTRIBUTE: clear
        VALID: anything
            this switches the prior "ability" attribute, so instead of turning on the named special ability, it turns it off


in other words it acts as a flag that says turn off rather then add the ability in this arguement
ryleyra

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Posts: 2,380
Reply with quote  #32 
I have done some testing and feel pretty confident that 2.5 does not change any of the issues with the implementation of the player_slot attribute. It still does not work on the majority of script commands. I tested it with set_object_property and set_player_grid_damage and it did not appear to work to select the player ship affected. The use_gm_selection attribute does still work.
Mike Substelny

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Posts: 1,624
Reply with quote  #33 
I believe that the player_slot attribute does not work with the if_exists condition, either.
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ryleyra

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Posts: 2,380
Reply with quote  #34 
Quote:
Originally Posted by Mike Substelny
I believe that the player_slot attribute does not work with the if_exists condition, either.


I think if_exists was previously working. if_not_exists was not working, it returned the same as if_exists instead of if the player slot was unused. If if_exists isn't working now, this seems to be new to 2.5.

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