> > > * The ability to get the current players ID > > I see this as a problem for multiplayer games. The script has to run > the same on each computer, but the current player id is different on > each computer. I think you can safely assume that player id 0 is the > human player in a solo game.
As I stated in my first email (at least, I think I did .. 0_o), certain commands could be disabled during multiplayer mode. All of the ones I suggested were for campaigns. Not multiplayer or single player maps. But as you showed, if the player is always id 0, probably not needed. > * The ability to store building and unit locations to be able to reload > them > > in the next map of the campaign. > > > I like this feature. But how is it supposed to work? If the next map > is different, there might be no meaning to transpose the buildings > from one map to the other. I guess that the next map has to be > identical to the current one. If so, the only thing that changes is > the script. Then why not write a longer script that has both maps > scenarii? The idea was to have a different storyline, different campaign, but same progress (rather than starting fresh each time, having all the buildings shifted (like the tutorial), or having a long 20 minute campaign instead of 4 x 5 minute ones. Nct had mentioned (I think I got this right...) the ability to save the map at the end of the game and reload using a different campaign script, rather than transfering units to a blank map. If this were possible, it would be a good alternative. > > * The ability to load the next campaign map from within the game, rather > > than taking the play back to the campaign screen, using a prompt, and > > loadMap function > > I'm not sure this is desirable. The campaign screen acts as a pause > point between maps, it IS the prompt screen. You are supposed to be > able to go back there as you wish and continue the campaign. Ok. Scrap that idea then. > > This email has been in my drafts box for 2-3 days, and I can't think of > > anything else at this point, so I'll send it. > > > > So, are any of these possible either in the current SGSL or in the future > > libUSL? Ignore the syntax or execution, just focus on the ideas. And > don't > > be too quick to say no. Without a few of them, you wont get very > interactive > > campaigns like most other games have :( > > > I guess they can be done, but the semantics have to be specified a bit > more. If you have any other questions regarding the functionality, let me know. It would be nice to see libUSL finished with these for 1.0, but that might be a long while yet (especially since you're writing the lang from scratch) :( Regards Kieran
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