![]() ![]() Then for each mission, specify a more exact location. My ultimate desire would be that we could take, for example, a satellite photo of USA and for each campaign set what sector it appears in (and have some way of representing sectors on the USA map). The reason I want campaign/mission requirements in the. For example, go to LZ 2 for mission 2, or LZ 3 for mission 3. The decision would be triggered by player actions and handled in the JS in mission 1. ini, my intention was that at the end of mission 1 you choose your destiny - you could go straight to mission 3, or you could do mission 2 (optional) before mission 3. Everything else happens in the scripts once the game starts (think of it as custom rules.js, AIs etc). ini) state which scripts are loaded, which map is used, etc. ini files (one per mission, same format as. ini to list all the missions so it was clear by looking at that one file what all the missions are and where to go to find out more about them. JS will be used to select which mission happens next, that was always my plan. The first time through a cam will usually be just focussed on winning, but once won people will often go back to a) do better and b) find stuff they missed the first time. I desperately want a campaign that has optional side missions, secret levels, etc., things that would add replayability to the cam. Also, presence of 'base' property could be used to prevent the user from building a HQ - because they already have a HQ back at 'base' and they're not meant to be setting up another one.Īs for 'optional', I really would like to see that added. I was thinking it would be better to simply let a mission state where it's "home" is if it's an away mission. The current scripting system deals with this in different ways, I think it's the expand / miss_keep / between settings I mentioned earlier in this topic (but not sure and certainly have no idea how those work). One away mission might lead to another away mission immediately afterwards. Home might not necessarily be the previous mission! Eg. Seems like a good opportunity to kull almost 100 files.įor away missions, the game needs to know where "home" is, hence the 'base' property (for want of a better property name). Or better still, have the strings defined in to audio.cfg - so instead of having to keep redefining the strings, they are centrally associated with their audio files and playSound() automatically uses them without any extra effort in scripts. Oh, playSound() would need updating to allow an optional message string to be associated with the voice audio (currently dealt with via messages/strings/*.txt). We already have things like playSound(), addBeacon(), _() and eventArea(), all that's missing seems to be the hackPlayVideo(). ![]() If we could get a hackPlayVideo("path/file.ogg"]) function, all the messages/*.txt files could be removed and replaced by stuff in the. wrf files, that point to a bunch of message/*.txt files, that point to yet more files. Are those essential? It's like an avalanche. With regards to files in the messages/ folder (.txt files). gam file? (I used to think they were save game files, but just realised that isn't the case). ![]() lev file? I'm trying to work out what 'dataset' refers to? And there are other strange things in there such as:Īlso, what is a. Is there any info about the format of the. ![]()
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