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[SDK MOD] Action Buttons 2.0

Discussion in 'Civ4 - Mod Components' started by talchas, Apr 14, 2006.

  1. TheLopez

    TheLopez Deity

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    What is the difference between using true and false, besides crashing?
     
  2. talchas

    talchas Prince

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    True delays part of the actual cleaning up of the unit (which among other things, sets the group to null) until group->doDelayedDeath() or something like that is called, which is done after everything in the doCommand area that needs the group to be nonnull is done. Why kill(false) is needed, I'm not sure.
     
  3. TheLopez

    TheLopez Deity

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    Thanks, that worked... now its time to test my code to make sure it really works... :D
     
  4. robk

    robk Warlord

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    Is there a warlords version of this mod/lib? I was going to try and merge the changed code into the warlords sdk myself but I figure I'll ask before I go to the trouble.
     
  5. talchas

    talchas Prince

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    I haven't made one, because I don't have warlords.
     
  6. robk

    robk Warlord

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    I ended up merging it last night since it didn't look too bad. The warlords source files look like the same files as the original sdk with just a few additions to them and your BEGIN & END comments made it real easy. I got it to compile but haven't had a chance to test it yet.
     
  7. robk

    robk Warlord

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  8. yepzer

    yepzer Chieftain

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    Hi

    I wonder if the Warlords version by robk is Warlords v2.08 Patch compliant. I can't seem to get it to run in with just the WL dll-file in the assets folder.

    thanks in advance
     
  9. robk

    robk Warlord

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    Nah, it's not. With that patch, or one of the earlier ones, a lot of the source files for the DLL changed and I haven't taken the time to re-integrate it.
     
  10. yepzer

    yepzer Chieftain

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    Here's an example of use Mod Conscripts 0.1 - thanks for a great SDK-SDK :).

    For future versions I would like to see tags for technology and unitclass requirements, not only promotion requirements. I resolved this by passing the requirements as parameters to the functions: (see above thread for python code):
    Code:
                <PyResult>Conscripts.doConscript(pUnit,'UNIT_ARCHER','PROMOTION_CONSCRIPT',25)</PyResult>
                <PyRequirement>Conscripts.canDoConscript(pUnit,'UNITCLASS_WORKER','TECH_ARCHERY')</PyRequirement>
    
    Also I excluded the if bTestVisible: return true lines of doConscript()/canDoTest1() to stop the new buttons from being showed (greyed out) for all units.

    Hopefully these two tricks can be an inspiration and help to other mod-newbees like me.

    yepzer
     
  11. surdanis

    surdanis Sergeant

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    ok, so after all that code, how do you use it???

    still trying to figure out how to use Visual Basic 2008 to compile dll
     
  12. yepzer

    yepzer Chieftain

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  13. surdanis

    surdanis Sergeant

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    K, great thanks. Not good with the Python just yet.

    Just a side note, yepzer, you should take a look at what esemjay is doing. Turns out his mod sounds very similar to your Spec Ops Mod, but he has many crazy functions for his new unit. Here is the link:

    http://forums.civfanatics.com/showthread.php?t=261309

    I will probably be making a transport helicopter here as soon as I find a cool helo skin. It will be invisible to allow for stealthy insertions to complement the new Special Operations unit he is making. LOL, yes, I know. Simple modding for now for me!

    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
     
  14. yepzer

    yepzer Chieftain

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