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Re: [glob2-devel] problem with the script engine


From: Robert Martin
Subject: Re: [glob2-devel] problem with the script engine
Date: Wed, 7 Mar 2007 13:36:53 -0500

On 3/7/07, Kyle Lutze <address@hidden> wrote:

 That's a good idea. I believe lots of games disable certain functions
during tutorials until it is time for the user to start learning those
functions.

________________________________
From: General Mecanor Icarus xTarget [mailto:address@hidden
To: Globulation2 development mailing list [mailto:address@hidden
Sent: Wed, 07 Mar 2007 10:15:25 -0400
Subject: Re: [glob2-devel] problem with the script engine


Suggestion: Allow scripts to turn off the upgrade option for buildings.


On 07/03/07, Robert Martin <address@hidden> wrote:
> Ive been playing the game and ive hit on something of a huge bug
> In the tutorial it is way to easy to run off the rails and miss a script
prompt
> 1 upgrading units before you have been prompted to
> 2 missing the flag setting part of the tutorial (right after you build
> the defense towers)
> 3 various points in the unit creation bits
> --
> Robert L Martin
> oh side point how do i contact the forum admin to unlock my account?
>
>
> _______________________________________________
> glob2-devel mailing list
> address@hidden
> http://lists.nongnu.org/mailman/listinfo/glob2-devel
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This would be the problem functions do not get reenabled when the time
comes if the script has run off the rails
a suggested fix during a save reload cycle check the state of the game
and if the game state and the script mismatch run the script forward
to match (like in the game i have running i should be getting the
explorer flag part of the tutorial but it seem to be jammed (i have 2
level 3 towers in the correct position and ive been upgrading
everything)

--
Robert L Martin




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