Topic Subject:Carrying over information across scenarios
ChaosLynx Squire
posted 03-25-19 02:43 PM CT (US)
Can it be done? eg: I set up a morality system for my campaign and for the last chapter with different endings i need to take into account actions from previous chapters. Probably a dumb question.
- Aʀᴛ ѳғ Wᴀʀ -
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Pitt_Man Squire
(id: Dark_Reign)
posted 03-26-19 04:13 AM
CT (US)
1 / 6
Unfortunately it can't be done unless something has changed in the last year or two
Long been on the wish list of updates to the game. Kills many projects because having 1 massive scenario to have that continuity gets too buggy or too busy.
Could you settle for having a "generic" type of end/beginning to your scenarios? All roads lead to Rome type deal. Many outcomes and options in each chapter eventually lead the same outcome.
sigh if only. I also wanted some continuity on the characters fighting prowess, depending on what jobs they took on they would have different bonuses but unfortunately this kind of continuity seems downright impossible.
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Julius999 Imposter
posted 03-26-19 07:16 AM
CT (US)
3 / 6
There is a way of sort of doing it. At the end of one scenario, you can tell the player a numerical code such as 144. For the next scenario to begin, require the player to use the code. You can detect it using taunt detection in an ai file.
Daniel Pereira's Extended Triggers Patch allows to save variables to a file and load them. So you could for example save a variable representing the choices made at the end of the first scenario and load it at the start of the second one to adapt the story accordingly.
Fluctuat nec mergitur.
ChaosLynx Squire
posted 03-27-19 02:01 PM
CT (US)
5 / 6
would require an absurd number of taunts for all possible choice combos.
daniel pereira's patch is for conquerors+userpatch only.
Kinda gave up on this, appreciate the thoughts though.