HUNT_BUILDINGS macro

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Sloth
Content Scripter
Posts: 685
Joined: Sat Mar 17, 2007 12:28 am

HUNT_BUILDINGS macro

#1 Post by Sloth » Sun Feb 10, 2013 10:37 am

@Geoff: The change to the HUNT_BUILDINGS macro has a bad side effect. Most monsters have the macros [[HUNT_BUILDINGS]] and then [[MONSTER_MOVE_ALWAYS]]. The new HUNT_BUILDINGS macro will always trigger the MONSTER_FLEET_MOVE_STACK stackinggroup even without any destination, which will prevent MONSTER_MOVE_ALWAYS to ever kick in.

For reference:

Code: Select all

HUNT_BUILDINGS
'''EffectsGroup
            scope = Object id = Source.FleetID
            activation = Not OwnedBy AnyEmpire
            stackinggroup = "MONSTER_FLEET_MOVE_STACK"
            effects = SetDestination destination = And [
                System
                Contains And [
                    Building
                    OwnedBy AnyEmpire
                    Stealth high = Source.Detection
                    WithinDistance Source.Detection Source
                ]
            ]
'''
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.

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Geoff the Medio
Programming, Design, Admin
Posts: 12474
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: HUNT_BUILDINGS macro

#2 Post by Geoff the Medio » Sun Feb 10, 2013 10:51 am

Thanks for the tip. I've restored the scope condition.

Karoushi
Space Squid
Posts: 67
Joined: Sat Feb 09, 2013 6:08 am

Re: HUNT_BUILDINGS macro

#3 Post by Karoushi » Sun Feb 10, 2013 6:57 pm

Is there a workaround that can still provide the same results or am I missing something (does it still work?)

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