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Person Of All Kinds
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Thanks Killer_Kow now after toying around abit I see how this can be fun.Although reworking some of these triggers is a pain :/.
Another question though is there any limits to this besides the modding limits?Or am I free to mod away? This post was edited 1 times, last edit by Twitch: Mar 4 2008, 3:34 am.
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This of course depends on your version, though. I don't beleive the current version of SCMLoader supports 1.15.2 at all (but maybe the basic things). However, if you're using version 1.15.1, you can do anything you would in a regular mod. You just treat your .scx as a .mpq. However, if you want to go the whole way like I did for Black Holes, and make it work while playing against regular SC users, then you'll need to be careful. Some things you can change without any risk of desync at all, like .TBL files or .GRPs, and some are garunteed to have a desync, like grafting. However, some aspects, like iscripting, it's completely possible to make a script that doesn't desync. However, you'll have to ensure that anything that effects the script happens at the same time (i.e. all random jumps, moves, and waitrands* need to occur exactly when they would otherwise, however, things like gotos, playframs, and waits don't matter). A technique I used when making the Black Holes map was to take the original observer's iscript, and not make any changes except either replacing a goto with a copy of the block it goes to, separating waits, and adding playframs in between the waits. *although waitrand needs to happen at the same time as it would normally, remember that you can change the values without desyncing. Although remember that the events after it still need to happen at the same time. For example, you can replace "waitrand 8 10" with "waitrand 1 3 wait 7" without any risk of desync. ![]() ![]() ![]() ![]() ![]() ![]() |