Re: New Dynamic Script Ideas
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
Are you referring to Towers blocking enemy builders from walking near them?Actions.DisableTowerRoadBlock(aPlayer: integer) - or just global action
We would not want to implement scripts that affect core game mechanics. That one is one of them.
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
I think it wouldn't be used apart from complicated dynamically scripted gamemodes anyway... I cannot see anyone wanting to do such a thing on a normal map.Are you referring to Towers blocking enemy builders from walking near them?Actions.DisableTowerRoadBlock(aPlayer: integer) - or just global action
We would not want to implement scripts that affect core game mechanics. That one is one of them.
Maybe one day we can also let scripters "save" house from destruction in OnHouseBeforeDestroyed?
Can you describe a scripted mission where you would want to disable it? "Suicidal Builders 1.0"?
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
In my new map the towers are just for good looking in the town, hmm but from now i can use another Dummy AI with ally to players.
@sado1: There's one more way:In my new map the towers are just for good looking in the town, hmm but from now i can use another Dummy AI with ally to players.
Return to “Ideas / Suggestions”
Users browsing this forum: No registered users and 2 guests
Powered by phpBB® Forum Software © phpBB Group Designed by ST Software |