 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:15
|
|
Still the opponets were going to have the same units and you the different ones.
I think the best option is to right a code with civ specific units. I think this is a great idea and i could do that if someone wrote this code for me and that it could be easily edited. And according to the number of units(around 150) i have in my own mod (not public yet still testing) i could make that with a game of 3 or 4 civs. Someone wants to make this code for me?
Last edited by Pedrunn on 10-08-2001 at 18:29
|
|
|  |
 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:15
|
|
1)Russel i wasnt talking about the Elite Units. Elite units works fine.
I was talking about the idea of a civ mod(actually will be a scenario). I was telling that it is not enough to make a only civ mod but we should make the opponents with their own especifics too.
2) I think it is possible with a variation of the elite unit code. But i cant slic. So we need someone who can to make it. Anyone available to make a code where the units are NOCIV except for one only Civ?
Last edited by Pedrunn on 11-08-2001 at 09:27
|
|
|  |
 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:15
|
|
Thanks Locutus i am going to test it.
I am choosing the civs probably will be four:
1) Romans
2) Egyptians
3) Zulu
4) Either Babylonians or Japaneses (still thinking)
I will first make to the original game. Then i will change it.
Last edited by Pedrunn on 11-08-2001 at 19:17
|
|
|  |
 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:15
|
|
dp
Last edited by Pedrunn on 20-08-2001 at 01:27
|
|
|  |
 |
|
VisionV
|
|
I am new to this, but where do I put that code? And above that, how would I have figured out how to do that myself?
Thanks!
|
|
|  |
 |
|
Immortal Wombat
|
 |
in perpetuity
Dec 2000 time: 05:15
|
|
VisionV, that code would go in any SLIC file that you are including in the mod/scenario.
If you are making a scenario, then in the scenario gamedata structure, you should put it in default/gamedata/scenario.slc Simply make a new text file, type that in, and then rename it to .slc to make it work.
If you are making a mod (using Modswapper) , then your files will most likely have a prefix like VIS_gamefile.txt or something. Then you will have to have a VIS_script.slc, which will be almost identical to script.slc. At the bottom of it though, will be a line
#include 'scenario.slc'. Change this to
#include 'VIS_scenario.slc' and make a file called that, put the code in it, and put it in the ctp2_data/default/gamedata directory.
How you would have figured it out is a very good question. I possibly found it easier to learn, because I started early, when lots of SLIC was being knocked around here.
Firstly, I recommend going to the ctp2 modification page here, and printing out everything on SLIC that Activision provided. This gives a few examples, but is in effect little more than a reference text.
Step 2 would be to look at all the slic in the Activision scenarios, and try to figure out what they do, and how they do it.
Thirdly, start simple, attempt something easy, then gradually work up until you can figure out the harder stuff.
No including the mod_ functions (see above) SLIC is based around handlers, which are basically making things happen when something else happens.
eg. code:
HandleEvent(BeginTurn) 'example' pre {
AddGold(player[0], 500)
}
This handles the beginturn "event" and whenever a turn is begun, it adds 500 gold to the player's treasury. The AddGold is a function that operates something, and the list is in the Activision documentation.
Anywya, I'm not going to explain everything, because it would take too long, but try to read as much SLIC as you can from everywhere, and try to figure out what is does, and how it does it.
|
|
|  |
 |
|
VisionV
|
|
Thanks Immortal!
I'll take a look.
|
|
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|