so the problem is infact to do with the save enginge messing up scripts?

On 07/03/07, Robert Martin <[EMAIL PROTECTED]> wrote:

On 3/7/07, Kyle Lutze <[EMAIL PROTECTED]> 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:[EMAIL PROTECTED]
> To: Globulation2 development mailing list [mailto:[email protected]
]
> 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 <[EMAIL PROTECTED]> 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
> > [email protected]
> > 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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