combineguy wrote:Ok, I'm making my mod, but I've got a few problems.
1: I can't figure out how to add objectives. And please don't tell me to search it, just give me an example and I can probably figure it out.
Look
here, towards the bottom of the page. In fact, you should probably read through all of the guides that can be found on Icepick's
the next game.
combineguy wrote:2: I also can't figure out how to keep people from going to a level until they have beaten the level before it. (and opened the trunk port.)
Again, read the guides. Basically, levels can be either available or unavailable, and they can either be playable or unplayable. If a map is available, it shows up on the map. If a map is playable, it has a mission file assigned to it, and can be played. If a map is available, but not playable, that means that no mission file is assigned to it, and that it will be greyed out on the map. Missions can be set using the SetMission command, either in game.txt as an action, or in a script. Levels are made available when a linked TrunkPort is captured, or using the MakeAvailable command in game.txt. MakeAvailable is buggy as hell, so I would advise that you not use it until the problem is fixed.
combineguy wrote:Also, I have a neat idea for a new enemy if that's possible, I think this may be done with alterations to the spam?
the enemy is... popups! :shock: They can be like the spam, but they just popup, (anywhere within they're spread zone, they don't go out of it) release viruses, (only like 2 or 3, so not as tough as spam) then vanish. However they have very low health and are NOT resistant to lasers. :D
I can't really think of a way of doing this. The units in Darwinia are hardcoded. Furthermore, Spam is a building, not a unit, so it doesn't behave like other units. You could have virii or other enemies "pop-up" using AISpawnPoints, but I am not quite sure that is the effect you are looking for.
xander