Hey guys, thanks for looking into this for me! Here's the problem... I'm using the Brundisium cs as a template because I'm creating scenarios that involve a lot more narrative developments and plot twists than a typical c4 scenario has. The Brundisium cs is all set up with several tutorial-style messages that can easily be triggered where ever I want them to appear in the course of playing the map. However, along the way, I am also disabling the tutorial functions like locked Tools, flashing tool buttons, etc. So this is where I am...
The OnScenarioLoad script contains this information:
void OnScenarioLoad(IGameQueryInterface game)
{
Tools = new Toolset();
loadState = scriptState;
scriptState = EventList.kLoadState;
}
When I load a saved game, however, it fails to recognize when the ratings victory conditions have been mket. So I changed the OnScenarioLoad script to read:
void OnScenarioLoad(IGameQueryInterface game)
{
game.ScriptDone=true;
}
(Obviously, I don't need the Tools = new Toolset function anymore.) Now, however, when the scenario FIRST STARTS it seems to initiate game.ScriptDone=true immediately. The varrious tutorial-style messages I've created no longer fire.
Any thoughts?
Author, playwright, and lecturer, New York City
Lead Writer, Reverie World Studios, (2008 - present)
Director of Voice Acting, Reverie World Studios, (2014 - present)