Luck of Duck wrote:
pasik wrote:
FYI, as start_game command was randomly introduced here in this thread, I shall inform you about
http://runningwithrifles.gamepedia.com/ ... _interface although I don't think it will be of much use for the mod in a long while. Any of those commands can be used by init_match.xml, or if dynamic handling is needed, by scripts.
(There's still no "proper" way of starting a script in quick match, but as script entry filenames already support overriding, one way could be to
1) copy all scripts from vanilla/scripts to overlays/zombees/scripts, using gamemode_tester.php as your gamemode script entry point
2) script some stuff up in gamemode_tester.php, change to a specific map with the overlay included, start the map with custom settings
3) load the mod already as command parameter when launching the game, so that lobby is already overlaid (parameter: overlay=media/overlays/zombees)
4) call /_test to start gamemode_tester.php, the one provided by the mod itself
5) enjoy playing a mod with scripted content!
-- haven't really tested this, but it would make sense that it works)
Had a brief look into those, did I understand correctly that by using scripts it
could be possible to make a sort of mod-campaing? By using the start_game - - change_map - -restart_game - - stuff? Needs an event to it. And probly map marker too.
That's right. That's what gamemode_invasion.php / map_rotator_adventure.php are doing. If vanilla campaign is close to your idea of mod-campaign, then hmm.. wait a sec, even this might work:
1) copy scripts to media/overlays/zombees/scripts
2) edit scripts/trackers/stage.php get_change_map_command to include the overlay in the fabricated XML command, so that it's not lost when map changes
3) launch the game with overlay parameter, overlay=media/overlays/zombees
4) start the campaign in lobby -> media/overlays/zombees/scripts/gamemode_invasion.php is used as the entry point
5) "enjoy playing campaign with modded content"
This would actually work with savegames too, I hope. gamemode_tester.php has no chance with that. There are places in the vanilla campaign scripts which expect green.xml and certain item files to be around, so you would probably run into issues with those until you'd adapt the script to your content / your content to the script.
But, by all means, you can handle map rotation any way you can think of using the scripts and commands, doesn't have to be like it is in online invasion / campaign. Online invasion for example waits for match_result event and commits for a map change based on it. Adventure (local campaign) waits for a hitbox_event related to the local character entering a hitbox added at the extraction point markers.
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Possibly could change capacities around based on a area taken over too? that could be usefull
Yea, faction settings are changeable live, so is max_soldiers. Capacities change anyway based on amount of owned bases if soldier_capacity_model is not constant, but yes, you could set it constant, and have base specific changes on faction capacities by using capacity_offsets, for example, for total control.
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Wait... is it also possible to have a "loading screen" between mapchanges that would be up a set time, and would have a picture on the backround? Because if that is possible, it would make it possible to convey a story too - with pictures (writing or actual picture, or even both).
That would be way cool... And totally out of my range
That would not be possible. The game isn't listening to commands from the remote control while it is loading, they just end up buffered.