Page 5 of 6 FirstFirst 123456 LastLast
Results 41 to 50 of 58

  Click here to go to the first Developer post in this thread.  

Thread: Why remove deletecollection

  1. #41
    Warrant Officer
    Join Date
    Jun 2 2009
    Location
    UK
    Posts
    2,781
    Author of the Thread
    Quote Originally Posted by Mike84 View Post
    I see that hideObject got added, but maybe the value of the command can be increased a little bit, and make the syntax like setCaptive?

    So for example, _unit hideObject bool

    I only get a syntax error when using this command.

    unitname hideObject true

  2. #42
    Quote Originally Posted by F2k Sel View Post
    I only get a syntax error when using this command.

    unitname hideObject true
    False syntax. Mike84 WANT this syntax

    Right syntax is this:
    Code:
    hideObject unitName;
    http://community.bistudio.com/wiki/hideObject

  3. #43
    Warrant Officer
    Join Date
    Jun 2 2009
    Location
    UK
    Posts
    2,781
    Author of the Thread
    Quote Originally Posted by Cyborg112 View Post
    False syntax. Mike84 WANT this syntax

    Right syntax is this:
    Code:
    hideObject unitName;
    http://community.bistudio.com/wiki/hideObject
    Still won't work
    Code:
    hideObject unitName;
    = missing ;

  4. #44
    Well ... then the new command isn't in that beta patch?

  5. #45
    Patience Will probably come with next beta. Faulty EW campaign probably with the final 1.06 version. Suma added the wiki for that command only a couple of days ago according the the history page Working late I might add
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  6. #46
    Quote Originally Posted by CarlGustaffa View Post
    Faulty EW campaign probably with the final 1.06 version.
    Doubt that they would leave EW unfixed for 1.06, the missing deletecollection problem could be solved in other ways in those missions i think.

    Suma added the wiki for that command only a couple of days ago according the the history page Working late I might add
    Sometimes i feel sorry for what we are doing to him. But then i see my AI behaving quite unconvincing and feel the urge to go to Bohemia with a whip.

  7. #47
    Make it a bottle of whiskey and a whip

    Sorry, I was too fast typing. Naturally I meant "Faulty EW campaign 'would get fixed' probably with the final 1.06 version", making use of this new command

  8. #48
    Quote Originally Posted by Brainbug View Post
    Wouldn't be the best solution to keep the function and its behaviour, so that it won't cause any scripts to break, but just repair the problem "behind the curtain", i.e. modifying the way it works internally without modifying how it appears to the outside? Granted, it is more work than just deleting the problem, but imho the proper way to do it.
    I think in this case the problem was that it appeared in the list of commands at all. There's a note on the talk page quoting Suma (uncited) way back at the end of 2007: DeleteCollection is related to "collections", which was work in progress for buildings for Game 2, and I doubt the function does anything really useful, as it is unfinished and untested.

    So given that... I can understand why they wouldn't want to "fix" a function that was never actually finished and never meant to be used.

  9. #49
    alls i know is, that my server crashes terribly with most scripts and addons while the vanilla version can run for hours. so I wouldnt support something just because its the half ass'd quick way to make a script

  10. #50
    Game crashes without scripts too.
    MB: ASUS_P9X79_Deluxe | CPU: Intel Core i7-3930K (4Ghz) | Video: NVIDIA GTX 670 | RAM 32 Gb | Sound: Realtek | Trackir 5 | Joystick: Logitech Extreme 3D Pro | OS: Windows 7 - 64bit

Page 5 of 6 FirstFirst 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •