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jed
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Post subject: Story Portal Posted: Tue Mar 16, 2010 3:53 pm |
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Joined: Tue Jan 08, 2008 2:07 am Posts: 1045
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Altren
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Post subject: Re: Story Portal Posted: Tue Mar 16, 2010 9:05 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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Zblader
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Post subject: Re: Story Portal Posted: Tue Mar 16, 2010 9:12 pm |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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W00T! :D:D:D:D:D:D:D::D:D::D:D:D:D:D:D:D:
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Zblader
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Post subject: Re: Story Portal Posted: Tue Mar 16, 2010 9:13 pm |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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How do we put these in TFW for other guys to test? And what is the code for making a buildings your own instead of ai's? (Like how it says IEntity createEntity(string CardName, int x_coord , int y_coord,IPlayer controller ); )
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Altren
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Post subject: Re: Story Portal Posted: Tue Mar 16, 2010 9:24 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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When you save script you can see line like {Script,MyScriptName,3}. Simply paste that in game (visible only is browser version so far) and then click on it to start game. That API was started not so long ago and most common things is still missing, so wait a bit
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UBER
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Post subject: Re: Story Portal Posted: Wed Mar 17, 2010 4:28 pm |
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Joined: Thu Jun 11, 2009 5:38 am Posts: 315
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3 questions.
One, is there anything you would specifically like us to avoid. For instance directly claiming Chaos is a DL rebellion or CI, Sylvan, and MF have common ancestery called the oracles and the last surviving oracle knows the secret of where flux comes from.. etc.. You get my point. Any common story cliches you want us to avoid? Is there a limit to minimum games in a campaign, say 5 games minimum in a campaign? Etc..
Two, will there be any kind of reward?
Three, will we be able to continue creating? If so will it eventually be changed to contain less scripting?
Edit: I tried using some of the examples in the wiki but It wont let me test them. How will we test scenarios? Also, Im seriously not Mr. Computer so if I sound stupid about this stuff ever thats just how it is. I'm too hard headed to quit though. Ill be doing this stuff soon. lol. I think Ill download programming for dummies now.
Edit 2: Saw post above nvm about testing.
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cylone
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Post subject: Re: Story Portal Posted: Fri Mar 19, 2010 12:53 pm |
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Joined: Thu Dec 11, 2008 3:00 pm Posts: 124
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Hopefully this idea helps: Could it be possible to jurry-rig a map maker like this (bear with me):
Make a random seed map script, put no ai in it, 2 groves, 1 astridian society, Gazzilion Naturescapings and flux. Then after finished terraforming the map to ones liking, doing something like this: (THIS IS THE PART THAT WOULD NEED TO BE CODED IN BY DEVELOPER): type something like: /export map in the chat window and it dumps the current state of the map into the chat window (hopefully already in a format thats just copy/paste into script area)
I mean it has to keep that data in memory during the game so if it could be put to use...
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CaveTroll
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Post subject: Re: Story Portal Posted: Tue Mar 23, 2010 4:46 pm |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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I have no scripting experience. Im looking at many lists of functions, but I dont understand what they do. Is there possible to add some explenations?
If someone could post their scripts so I can see how you have done it that would help aloth too.
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jed
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Post subject: Re: Story Portal Posted: Tue Mar 23, 2010 5:41 pm |
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Joined: Tue Jan 08, 2008 2:07 am Posts: 1045
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Anyone can mark their scripts as public now. So it is easier to see what others are up to.
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Zblader
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Post subject: Re: Story Portal Posted: Fri Mar 26, 2010 2:37 am |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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Nice job with that new /camp function. But why camp?
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