June 8, 2003, 10:46
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#1
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Prince
Local Time: 03:12
Local Date: November 2, 2010
Join Date: Sep 1999
Location: Toronto, Canada
Posts: 831
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Question regarding events and text boxes
To those answer and work around this type of projects.
I have a question regarding the create unit trigger.
You have a choice of different locations to create the new unit in, can you create a text box to select a location from that list of locations specified by the event?
An example:
On turn 20
This the text box
"The Roman Legions are moving their BASE
create new unit BASE
Where do you want this new base
125,68
123,55
111,54
"
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Civfan (Warriorsoflight)
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June 10, 2003, 18:29
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#2
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Prince
Local Time: 04:12
Local Date: November 2, 2010
Join Date: May 2001
Location: Odense, Denmark
Posts: 305
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I doubt it..
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June 11, 2003, 00:18
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#3
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King
Local Time: 22:12
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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Although you can use @options in Game.txt and the Scenario.txt, they are limited in scope. AFAIK, these options only change text strings that are displayed in subsequent dialogs. I've only gotten errors when I've tried to put @options, etc, in Events.txt.
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June 11, 2003, 08:37
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#4
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Prince
Local Time: 03:12
Local Date: November 2, 2010
Join Date: Sep 1999
Location: Toronto, Canada
Posts: 831
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has anyone tried using angello scotts cspl program for civ2 tot? I think possibilites doing this is much greater with such a program as it writes and reads directly into memory. But as with this thread, I'm just hoping something can be achieved in such a way!
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Civfan (Warriorsoflight)
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June 11, 2003, 17:23
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#5
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King
Local Time: 22:12
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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Darth Veda's had the most success with CSPL. ASFAIK, no one else has the expertise. Can you program in C? If so, it's likely worth a shot.
Is the Roman Base a unit, a terrain, or something else? If it's a unit, maybe you could use a para-ship unit. It could jump to a square, and the accompanying text (@PARADROP of game.txt) could explain the building of a base. Perhaps you could also limit where it can be built by editing the coastal attribute of cities with CivCity. Directions could be given to the player with @NEWPARADROP when the Roman Base preq is discovered. None of this requires a bit of event space.
Of course, it's much trickier if there is a lot of ocean on your map, but it's been done.
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