Ghost? wrote:1) I read somewhere that there is another team, blue, and that they link to number 3. I edited some of my mission files and set units to this team and they appeared blue in the map editor, but did not appear at all in the level when I ran it.
Darwina was originally designed as a multiplayer game (which may still come to pass in the future). As such, there are still a few holdovers from that heritage. The blue team is not officially supported, and doesn't work properly. I would suggest not using it. Sorry.
Ghost? wrote:2) Is it possible to make an or event in the game text file, something that will call a script when one of several events occurs, but then not call the script when another of the events is set off.
No. The best work around that I have come up with is this:
Let us say we have a particular mission. In that mission, there are two triggers, and you want them to be exclusive (i.e. if a player hits trigger A, then event A' occurs, and trigger B cannot be used; if a player hits trigger B, then event B' occurs, and trigger A cannot be used). To make this work, you would need three mission files -- for instance, mission_levelname_orig.txt, mission_levelname_A.txt, mission_levelname_B.txt.
orig would contain two triggers -- A and B; A would contain no triggers, but would contain the results of hitting trigger A; B would contain no triggers, but would be the result of hitting trigger B. Then, the scripts triggered by both A and B would need the following lines:
Code: Select all
LeaveLocation
SetMission levelname mission_levelname_[A|B].txt
EnterLocation levelnameI have used a similar technique in
Insurrection (look at the levels Discovery, Recruitment, and Anihilation for examples), and I am fairly certain that TGF used the same method in
Droughtwinia. In fact, if you are going to be modding,
Droughtwinia is probably worth looking into, as TGF uses a lot of techniques in it which are a bit advanced, but very useful.
Ghost? wrote:3) I've tried using the controler weapon, and is there any way of making it work more than once on Darwinians, as when it is canceled it stop working on all the units affected.
What follows is how the Controller weapon works on my box. Please let me know (a) if it is the same on yours and (b) what about this seems incorrect:
Create a squad, assign controller. The icon in the task manager for the Controller will continue to blink, and the squad will lob controlling 'nades. Effected DGs will turn blue and follow the squad. They will continue to follow the squad until the squad is disbanded, at which point they return to normal. When the squad is disbanded, the controller icon will still appear in the task manager. Whether you disband the controller, you can create a new squad and assign controller, and the DGs will follow that squad (assuming you lob the 'nades at them). What about this are we not understanding, or is not working properly?
Also, I would note that the controller weapon is not an "official" part of the game, and, like team 3 units, it buggy. I would, generally speaking, recommend against using it, unless you have a compelling reason to include it.
Ghost? wrote:4) Also is there any way to lock the players research at a certain level, so scripts can increase it but the player can't.
No. Not that I know of.
xander