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Cataphract887
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quote: designers can script custom, very detailed victory conditions and individual triggers that take many factors into consideration |
quote: It is also possible to create units and buildings on the fly through scripts. This becomes very interesting because you can do things like monitor the success of players in the scenario and fine tune the numbers and types of opponents that they will fight based on their skill and the difficulty level that they've chosen.
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sounds like what you can do in any RTS editor....nothing new.i do like the scanning a picture in function.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:18
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Here's a question for Brian.
Judging from what Ike said in the interview, it looks to me like there will be two 'levels' of scripting:
quote:
We also plan to create visual tools for using the scripting language easily. These should probably be sufficient for most users. In addition, we're also working on an in-game development environment for creating and debugging scripts for people wanting to utilize the full power of creating custom scripts.
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Please could you tell us something more about the "full power" of the language. Are we talking about a language with a C-like syntax? Will it support, e.g., user defined functions? Could you post a snippet so we can see what it looks like?
Thanks,
Peter
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tniem
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Hope College
Apr 2000 time: 00:18
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quote: you can do things like monitor the success of players in the scenario and fine tune the numbers and types of opponents that they will fight based on their skill and the difficulty level that they've chosen. |
This sounds like that the scenario editor might even carry over into new scenarios. Like, if you win in one it sees how good you were and decides what to throw at you next time. Doesn't it? Or am I completly wrong in how I interrupted this line.
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