The game cares if it makes sense.
That isn't at all how you make intro scripts run, did you follow howto 1 much?
From "populating the level"
"Right, what else will we need to make this level work? How about an incubator, and an all important Script Trigger for the introduction. Both these buildings will want to be dynamic, because the incubator has a number of souls variable, which obviously we change, and we don't want the introduction to fire off every time someone enters the level (well, maybe we do, but this tuitorial says we don't!)
For the script trigger, set dynamic, the condition to be always, but ignore the rest."
This is basically saying you need to put a script trigger in the level for the introduction
And from "Objectives"
"That done, look back at your mission file in the buildings section, you should see your script trigger! If you don't, you didn't make it dynamic, and it'll be in the map file. Wherever it is, go to the end of the line, to where it says NewScript. I'm going to replace this with, you guessed it, ubersux_intro.txt (you NEED the txt, if your script has a .txt extention which it probably will...) Anyway, we're done here, save but dont close the mission file.
Now we arrange for an outro, in game.txt..." (you appear to have done this already)
Anyway, the most likely reason that your incubator outro isn't working is that, if you're on windows, you neglected to make one of either building ID 17 or 15 global, which is a requirement for all game.txt entries and objectives. (if you're not on windows there's a bug which this can also be)
I would imagine that each level should have a script trigger in which is;
a) set to always
b) triggers the script [levelname]_intro.txt
and that game.txt should have the following;
Code: Select all
event BuildingOnline :landing,3 BuildingOnline :landing,4
action runscript landing_complete.txt
event buildingonline :incubator,17 buildingonline :incubator,15
action runscript incubator_complete
If your level continues to crash, and this is just a guess from what you're describing, one of your spawn links (or the master) thinks it's linked to a building that you deleted at some stage after you linked it. Hence, whenever you create a new building, it fills the ID gab, the other building tries to link to it and instantly crashes the game. The best remedy for this is to just delete all the 'link' values for buildings in your map file. Or, you could try and work out which ID number it is which causes the problem by finding which number in sequence is missing, and then finding out which building links to that number, but, that takes a long time and doesn't necesserily solve the problem since you can have *lots* of missing links if you didn't realise this was a problem. (I did this quite a few times in CW and MS, although they were late onsetting; in your case they're immidiete which makes it sound like it's a link very close to the spawn point master, *or the spm itself*.)
To CHECK if this is the case, comment out (with #s) *all* the spawning related buildings in your map file (or mission file if this is where they are), and see if the problem 'goes away', but DON'T save your level in the ingame editor, as it will probably wipe out all your commented buildings! Then you'll know if the problem is with the spawn link system or not, and you can use one of the methods described above to try and fix it.