UFO:Alien Invasion
Development => Newbie Coding => Topic started by: Muton on January 08, 2011, 08:17:40 pm
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I tried to add a production costs value into scriptfiles (instead of using a hardcoded value)
It worked, except for airplanes the costs are 0 credits
Did i miss something???
The patchfile is without scriptfiles
I've added the value into aircraftmanagement.ufo the same way as for weapons ....
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Price of this aircraft type at game start, it's evolving on the market.
i don't see it evolving anywhere.
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Got it working
needed to modify cp_aircraft.c too
Line: 1424
static const value_t aircraft_vals[] = {
....
+ {"prodprice", V_INT, offsetof(aircraft_t, prodprice), MEMBER_SIZEOF(aircraft_t, prodprice)},
Shouldnt that be moved to script.c
> i don't see it evolving anywhere.
I've made a quick copy paste operation
Personally i think this is an obsolete comment
because i've never seen a market-price changing
But this was my first code-digging.
Maybe, maybe not.
Who knows ?
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the market price evolves - but the produce price not.
would be cool if you could upload a new patch against latest master
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the market price evolves - but the produce price not.
would be cool if you could upload a new patch against latest master
Once I merged it manually to the master (not sure I still have the patch). I like the idea, the more scriptable the better the "engine". However I had a few concerns too:
* it add campaign only data into objDef_t which is global, maybe we should move it into technology_t (production requirements are in tech too)
* If production price is not set in script it's 0. This case (market) price value should be copied to production price at parsing stage.
* We do shorten identifiers but not on all cost. prodprice in script isn't nice.
-geever
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> * If production price is not set in script it's 0. This case (market) price value should be copied to production price at parsing stage.
Thats really needed
> * We do shorten identifiers but not on all cost. prodprice in script isn't nice.
Change it to your liking
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I've applied your patch (with some modifications) to master. I'm not fully satisfied as I didn't solve my first concern about campaign-only data, but it turned out it can be a more difficult problem.
Maybe if you would like to you could try finding good values for productioncost -s in script files.
-geever