On 8/7/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > > On 8/7/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > this patch adds the following functionalities to script: > > > > 1.the ability to disable techshare > > 2.the ability to disable design > > 3.the ability to remove template from player template list(to remove the > > initial truck/mg viper) > > 4.the ability to set/get faction > > > > this patch adds a new chooser gui box between team chooser and color > chooser > > to choose faction in mp/skirmish setup screen(currently no image for > > different factions,so it's using teamflag and teamflag - 1 images atm). > > I would love to hear how you intend to implement factions. Some > discussion beforehand might save a lot of work or grief later on.
I had a semi-working slo/vlo script sets for factions,but I couldnt find it atm. You should split up the patch to avoid posting giant patches. That > will improve our ability to read it and find bugs in it, and your > ability to maintain it, as we can commit indepenent pieces as they are > completed. > > The script additions, for example, would be excellent as (a) separate > patch(es). actually this one is manually stripped from a much bigger one... I am unsure if removing initial trucks by removing templates is a good > design This sounds like a pretty bad hack to me. Where do the initial > trucks and templates come from? IMHO it would be natural if they were > implemented entirely in the script. they are hardcoded(viper truck and viper mg)...otherwise I wouldnt need to add a function to remove them after game initialization via script functions. If factions are to be specified in scripts, as seems to be the idea, > how would the mp dialog get the correct limits (eg number of factions > provided), icons and names for the factions? We would need to load > some scripts before the game is even loaded to achieve this (but that > may not be a bad idea). > > - Per they are specified in scripts,though preloading scripts before the game start is not possible i think,it seems the script is only compiled and executed during a game's initialization.
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