Well thats an interesting title for a change
Anyway I'm stick with a 'dilly of a pickle'*. I want to make it that when player[0] (you) takes over player[2]'s city[0] the city is destroyed. How cna this be done. I waas thinking along these lines:
To clarify this 'Dummy3' is the location of the city and 'isCityThere' is a 1,0 variable. Now it seems I have to fill at city_t (Ulandi, city[0], int_t(?), int_t<player>(player 3 which i think is player[2]). Can I just go
I would be willing to bet not
What are the other ways to do this!
I thinks its time I go read the scenario scripts for the pre-made scenarios
* Ned Flanders of course
Anyway I'm stick with a 'dilly of a pickle'*. I want to make it that when player[0] (you) takes over player[2]'s city[0] the city is destroyed. How cna this be done. I waas thinking along these lines:
Code:
//--------------------------------------- // If Ulandi is conquered then destroy it //----------------------------------------- HandleEvent (CaptureCity) 'WWDestroyUlandi_f' post { int_t m; // Used for loop int_t tmpNum; // How many units in the civilization unit_t tmpUnit; // Used to see if unit lands on land for(m = 0; m < tmpNum; m = m + 1){ GetUnitByIndex(player[0], m, tmpUnit); if (tmpUnit.location == Dummy3 && isCityThere == 0){ Event: KillCity(city_t, int_t, int_t<player>) } }
Code:
Event: KillCity(0, 0, 3)
What are the other ways to do this!
I thinks its time I go read the scenario scripts for the pre-made scenarios
* Ned Flanders of course
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