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Post by Quintaxel on Oct 23, 2019 17:05:37 GMT 1
I took a look at the scrip.lua file of a chapter. It seems that the BK function to start a new map is EnableMission ("scenarios\\scenariomissions\\party\\mapname\\1") . Another function is MissionFinished( strMissionName ). This function is used to find out which mission the player finished. Just a thought, but if we were to declare a global variable when finishing a map then I guess that this global variable could be used to select the next map in the chapter. The value for this global variable could be set as a result of the outcome of the map that was just played. This global variable could then be used to select the next map. In this way it should be possible to make a dynamic campaign. Example: The global variable could be based upon the number of units the player has at the end of the map then this variable could be used to select the next map. I'm not sure if this would work but I think it's worth a try. You would always need more maps in a chapter then you would actually play. Imagine a chapter with 20 maps. The player would play Map1, Map2 Map3, Map8, Map9, Map14, Map19 and then Map 20. But a next time the order in which the maps are played in would be different. Does this make sense ?
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atlas555
General
I know not what course others may take. As for me, give me liberty or give me death.
Posts: 1,069
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Post by atlas555 on Oct 24, 2019 13:05:47 GMT 1
Makes a lot of sense. The problem is the large number of maps required to be variable enough. Would the chapter be the whole war or a specific campaign? Some campaigns have only a few maps.
Would certainly be cool to have it dynamic-certainly add to replay factor.
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Post by Quintaxel on Oct 24, 2019 15:44:54 GMT 1
....Would the chapter be the whole war or a specific campaign?.... Well, if it works then you could make a campaign covering the whole war. You would have to play the chapters in a fixed order (linear) but chapters could be dynamic. This is,...if the concept of a dynamic chapter works. Anyway creating such campaign would require quite some work. First step would be to make a 'proof of concept'. I'm thinking of a chapter of 4 to 5 maps. Map1, Map2,...Map5 Each map could be 2x2 with a single mission. "Move unit in ScriptArea" = Win Each map should contain 5 AI units. The number of AI unit alive at the end of the mission could be used to select the next map. I do not know how much effort it would take to create such a chapter.
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Post by danzig70 on Oct 31, 2019 4:36:28 GMT 1
Quintaxel/atlas: Yes I was going to use the EnableMission function to travel N,S,E,W to the next map. Since I can create text files using c++ or c#, I was hoping to be able to create script files more or less dynamically. I also thought about having html pages for After Action Reports (AAR) to track the core unit's strength/health between battles. I also want to build a web map so that players can download/install/play maps or mods by just clicking on a link. Command line parameters are great for that. That's why I like BK so much, there is so much potential.
PS. I also wanted to create a platform for players to showcase their FRAPs videos of battles just because I love watching the battles.
Here is a link to the prototype web map. I'll update it as I can.
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Post by Quintaxel on Nov 2, 2019 13:54:59 GMT 1
danzig70, this sounds quite ambitious and will require quite some coding.
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Post by legis on Jan 10, 2021 9:54:48 GMT 1
Hi! How to install Operation North mod?
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