Re: Swamp Campaign Scripting (SCS)

2017-03-25 Thread AudioGames . net Forum — New releases room : The coll gamer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) It would be cool if you could add food to the map and then an ally can pick it up URL: http://forum.audiogames.net/viewtopic.php?pid=304020#p304020 ___ Audiogames-reflector mailing list Audiogames

Re: Swamp Campaign Scripting (SCS)

2015-10-12 Thread AudioGames . net Forum — New releases room : Rio_unesa via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) where is this file, its gone already? URL: http://forum.audiogames.net/viewtopic.php?pid=234699#p234699 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: Swamp Campaign Scripting (SCS)

2015-08-25 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) @Chris, I came to report that same bug. Guess you got there first.add item zone1 1 Broken ankle at Indie driveWill allow me to pick up an Indie drive at Indie drive.Now, I'm not sure if I can wear this Indie drive, or swing it at zombies lik

Re: Swamp Campaign Scripting (SCS)

2015-08-04 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hi.Ok, so I'm trying to add a custom item to a specific zone in version 3.6b of Swamp. I'm still working on the generator campaign I talked about a little while ago. Here is the code. For some reason, it says i have found 1 church instead of 1

Re: Swamp Campaign Scripting (SCS)

2015-07-20 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) CAE Jones is right.  Swamp maps handle the zones where the primary zone is the specific place you are, and the secondary zone is the overview.  That might be why your script wasn't working as intended.Oh Chris, I also wanted to quickly mention tha

Re: Swamp Campaign Scripting (SCS)

2015-07-20 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) that's odd. I would have thought that operating room of hospital is zone2 since it is inside of another zone. URL: http://forum.audiogames.net/viewtopic.php?pid=224840#p224840 ___ Audiogames-refl

Re: Swamp Campaign Scripting (SCS)

2015-07-20 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) I think the Hospital is zone2. Generally, buildings are zone2, and individual rooms or objects are zone1, IIUC. URL: http://forum.audiogames.net/viewtopic.php?pid=224824#p224824 ___ Audiogames-reflector

Re: Swamp Campaign Scripting (SCS)

2015-07-19 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Sorry for the double post but I've thought of some things that could be added to SCS. The main thing I would like to see is support for adding items to specific zones. This would make things a lot easier than trying to figure out the coordinates fo

Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Ahh, I get it now. You're basically making the timer go up to 15 seconds, executing the other stuff inside the block, and then restarting the timer from 0 seconds. Don't know why I didn't think of that. Thanks! URL: http://forum

Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) You'd probably want something like this:start timer+-1+block time event m=0 s=15add random normal=2say=Two Zombies have been added to the map!set timer m=0 s=0end eventThe error you get is probably because you're using add counter by 15 as thou

Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hello.I've got another question and I'm not sure if SCS can do this or not.I want to have zombies spawn randomly every 15 or so seconds. Is this possible to do with a timer and an if statement? I know you can specify what happens at specific

Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hello.I've got another question and I'm not sure if SCS can do this or not.I want to have zombies spawn randomly every 15 or so seconds. Is this possible to do with a timer and an if statement? I know you can specify what happens at specific

Re: Swamp Campaign Scripting (SCS)

2015-07-18 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hello.I've got another question and I'm not sure if SCS can do this or not.I want to have zombies spawn randomly every 15 or so seconds. Is this possible to do with a timer and an if statement? I know you can specify what happens at specific

Re: Swamp Campaign Scripting (SCS)

2015-07-04 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Eh, I'll go ahead and link it here:https://www.sendspace.com/file/a0f0sdIt's kinda long and complex already.Things don't start to go noticeably wrong until the section on the Klidore map, although I haven't checked the debug log pri

Re: Swamp Campaign Scripting (SCS)

2015-07-04 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) CAE, those are some pretty serious errors.  Serious in that they would have your campaign all tied up in knots, and I have no idea what could cause many of them.  I'm going to go through this and brainstorm what could be happening, but if you feel

Re: Swamp Campaign Scripting (SCS)

2015-07-04 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Is it just me, or do the running shoes and running shorts not have any noticeable effect on speed? I'd've imagined them being worth at least a point in speed a piece, but together, I don't seem to be getting any faster.I regret to

Re: Swamp Campaign Scripting (SCS)

2015-07-03 Thread AudioGames . net Forum — New releases room : jsymes via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Thanks Aprone. When it comes out, I'll get working trying to break things then. URL: http://forum.audiogames.net/viewtopic.php?pid=222566#p222566 ___ Audiogames-reflector mailing list Audiogames-refl

Re: Swamp Campaign Scripting (SCS)

2015-07-02 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Jsymes, I think those are fixed, but I can't make any guarantees.  Because I was never really able to reproduce those bugs at will, I can't know for sure if they are fixed or just not happening right now.  Such is the nature of those dar

Re: Swamp Campaign Scripting (SCS)

2015-07-02 Thread AudioGames . net Forum — New releases room : jsymes via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Aprone, please please please tell me this means those nasty ally bugs where they would suddenly stop dead while moving or even completely disappear when nothing was around to kill them are now fixed? I've had two campaigns I've tried making bre

Re: Swamp Campaign Scripting (SCS)

2015-07-01 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Those are the corners of the affected area. URL: http://forum.audiogames.net/viewtopic.php?pid=83#p83 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: Swamp Campaign Scripting (SCS)

2015-07-01 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Ok, why do we need 4 player variables? What are the -10 and +10 for? DOes that say that when the medkit is used, the ally must be 10 tiles away from the player? I'm confused. The -25 I beleive means the ally will be healed for 25 HP. URL:

Re: Swamp Campaign Scripting (SCS)

2015-07-01 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) The zombies behave normally, but most of the things you mentioned for allies need to be coded, except I think ally.name.health works. ... Yeah, ally.name.health works, but it is read only.If you want to heal an ally, use the hurt zombie command, with

Re: Swamp Campaign Scripting (SCS)

2015-06-30 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hello.Well, this issue may not completely ruin my campaign. I've got some questions. What happens if you don't set a weapon for an ally? Does it do nothing? Can allies pick up items if they step on the square of the item? Do medkits heal

Re: Swamp Campaign Scripting (SCS)

2015-06-29 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Chris, there are indeed bugs with the ally AI that are almost certainly causing that odd behavior.  In the next Swamp version those bugs have been worked on.  It might help to know they've been solved, but it also sucks because the next version of

Re: Swamp Campaign Scripting (SCS)

2015-06-29 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hi.All right, Allies are driving me crazy. When I make an ally, it constantly shoots ammo, wasting tons of shots and hardly turning to face the enemies. Even when there are no enemies near our current area, it is still walking around, shooting shots at

Re: Swamp Campaign Scripting (SCS)

2015-05-04 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hi Aprone, thanks for the suggestion. I gave it a try, but no luck. At first, I thought it did work and a few times after dropping off I was told to get more supplies when I hit enter again, but after a while I was able to drop off several times. The only

Re: Swamp Campaign Scripting (SCS)

2015-05-04 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hi Aprone, thanks for the suggestion. I gave it a try, but no luck. At first, I thought it did work and a few times after dropping off I was told to get more supplies when I hit enter again, but after a while I was able to drop off several times. The only

Re: Swamp Campaign Scripting (SCS)

2015-04-30 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Truecraig, I see that you're giving the player a negative number of supply crates after they turn them in.  That seems like the right way to do it, so my guess is that somewhere in that code is where the problem is.  When you give negative amounts

Re: Swamp Campaign Scripting (SCS)

2015-04-30 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Would Aprone still check this thread? I've got a pretty bad bug effecting me in newer versions. Well, in case he does swing by, I'll post it anyway. In my warehouse missions in my Black October campaign, I've noticed a recent bug when you

Re: Swamp Campaign Scripting (SCS)

2015-03-18 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hello folks. I have a campaign ready for you. Its not much of anything, and it probably doesn't make much sence but whatever.This campaign is called Amorphous Madness.I won't say much about it right now, but I will tell you where to put th

Re: Swamp Campaign Scripting (SCS)

2015-03-16 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Yeah. I can't think of a workaround. Maybe come up with some kinda hash system based on people's names, or something. "Where A is 1 and Z is 26, add the digit corresponding to the first letter of your last name. Put custom voices there.&

Re: Swamp Campaign Scripting (SCS)

2015-03-16 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Very good. Thank you for the list.Now; Did you get my blabber about the hurt sounds for custom voices? URL: http://forum.audiogames.net/viewtopic.php?pid=208873#p208873 ___ Audiogames-reflector mailing list

Re: Swamp Campaign Scripting (SCS)

2015-03-16 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Tile IDs depend on the map, but the most common order (since most built-in maps use it, and custom maps can load from the same list) will be:1: grass2: Dirt3: Swamp4: water5: Pavement6: Wood7: Wall8: Border9: River10: Bridge11: Bridgeboarder12: Charred13

Re: Swamp Campaign Scripting (SCS)

2015-03-15 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) So I did try "if [player.hp]<=0 then kill player". Sadly it doesn't work in V3.5. And I do want allies with custom voices to respond to getting hurt. The "ouch ouch ouch ou ou ou au au au" sounds you hear when you yourself get

Re: Swamp Campaign Scripting (SCS)

2015-03-13 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) I managed to find the way to make Allys move to coordinates after I posted my question. And I was refering to custom voices for when the ally gets hurt. URL: http://forum.audiogames.net/viewtopic.php?pid=208426#p208426

Re: Swamp Campaign Scripting (SCS)

2015-03-13 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) ah thanks cea jones. i surprised i didn't catch that one myself. lol.if anyone is interested here is the finished copy. https://dl.dropboxusercontent.com/u/464 … e.txt?dl=1 URL: http://forum.audiogames.net/viewtopic.php?pid=208407#p2

Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) It should be time event, instead of timer event. Just remove the r. URL: http://forum.audiogames.net/viewtopic.php?pid=208370#p208370 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin

Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) so i think my campaign is about done. the only thing i see is that i'm getting this error when i launch it, "Error.  The variable timer event m=0 was not found."my code is as follows.map=multi2d=90no respawnstarting gearquest=talk to

Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) It doesn't really matter where you put the voices, unless you want them to be how allies respond to getting hurt / voice commands from the player. The ally sound command works with anything in the sounds folder, so you could just add sounds/myMovie

Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) going back to timer issues and stuff, i have my code for  spreading  out messages so they play at intervals. i have seen this in other campaigns and i have copied exactly what those campaigns use. however, it doesn't seem to work. even though the

Re: Swamp Campaign Scripting (SCS)

2015-03-12 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Yeah. But its not like for the voices can be named folders within the voices folder. Because all the voices are numbered. And therefore, the "set ally voice Fred=7" command is only used for when your ally is getting attacked. I no I could add

Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Yeah. But its not like for the voices can be named folders within the voices folder. Because all the voices are numbered. URL: http://forum.audiogames.net/viewtopic.php?pid=208250#p208250 ___ Audiogames

Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) I think it could; it's more a question of getting players to download all the files. URL: http://forum.audiogames.net/viewtopic.php?pid=208232#p208232 ___ Audiogames-reflector mailing list Audio

Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) No I didn't. But I must say that my audible countdown timer works beautifully. What I wish I could do is make my campaign into a movie deal with you playing as a main character in a storyline. And this would mean there would be audible voices talki

Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) At audioracer: did you enter the location event exactly like that? Zone events and location events don't mix that way. URL: http://forum.audiogames.net/viewtopic.php?pid=208199#p208199 ___ Audio

Re: Swamp Campaign Scripting (SCS)

2015-03-11 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Your stop timer executes before any of the events fire. You need to change the last 3 lines into this:block time event m=0 s=10radio=your commanding officer says, Do you copy?stop timerend eventWhen I do something like this, what I generally do is put it

Re: Swamp Campaign Scripting (SCS)

2015-03-10 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) OK. What I did is, I tried it in a location event.So for example:location event Zone1 Jackson Streetkill playerThat's where I found the bug. URL: http://forum.audiogames.net/viewtopic.php?pid=208128#p2

Re: Swamp Campaign Scripting (SCS)

2015-03-10 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) I've gotten it to work (disclaimer: not tested in 3.5), but it's usually in the form if [player.hp]<=0 then kill player, which is somewhat redundant.(I just checked, and I have 3 versions of Fyquest. I'll need a fourth if I want to up

Re: Swamp Campaign Scripting (SCS)

2015-03-10 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Sorry for the double posting here but I just wanted to switch subjects from my previous post. If you want to use the kill player command, don't do it. It doesn't work properly. What happens when you try to use it is while you can't walk

Re: Swamp Campaign Scripting (SCS)

2015-03-09 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Should I delete some of that other code for the timer including the countdown variable? URL: http://forum.audiogames.net/viewtopic.php?pid=207984#p207984 ___ Audiogames-reflector mailing list Audiogames

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) start timer+-1+time event m=4 s=0play sound Ambience/time60.wav+-1+time event m=4 s=30play sound Ambience/time30.wav+-1+time event m=4 s=40play sound Ambience/time20.wav+-1+time event m=4 s=50play sound Ambience/time10.wav+-1+time event m=4 s=55play sound

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Yes I do. So if I want to change the timer for the thunder crack and amorphous zombies to lets say 5 minutes, What would I have to change? I tried your code as is and the braille printer sounds stop for a bit and then the amorphous come after while the

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) audioracer wrote:Hey Folks. I'm having trouble with my script. I'm basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) audioracer wrote:Hey Folks. I'm having trouble with my script. I'm basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) audioracer wrote:Hey Folks. I'm having trouble with my script. I'm basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Those timer ifs aren't inside an event, so they get executed once, and never again.Luckily, I did this exact thing just today:(it's based on food in Hard Core mode, but the idea is the same):new var food=500+-1+block time event m=0 s=1add fo

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hey Folks. I'm having trouble with my script. I'm basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map=multi1set music=Music

Re: Swamp Campaign Scripting (SCS)

2015-02-28 Thread AudioGames . net Forum — New releases room : jsymes via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Eh, I hoped to revive a couple campaigns I'd tried making a couple years ago, but I don't think it's going to happen. That bug when allies will suddenly disappear for no apparent reason or will freeze and won't budge anymore still

Re: Swamp Campaign Scripting (SCS)

2015-02-28 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) If you're switching maps, zombies and allies will follow, but there's no telling where they'll wind up. If you want to be safe, mov the allies explicitly, and remove/spawn zombies as appropriate. URL: http://forum.audiogames.net/viewtopic

Re: Swamp Campaign Scripting (SCS)

2015-02-28 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) I believe from my experimentation you need to repopulate the map with zombies. I'm not sure if the zombies will stay on the old map, so you might be best starting from a blank slate each time. So,remove all zombies on old mapmove to new mapad

Re: Swamp Campaign Scripting (SCS)

2015-02-26 Thread AudioGames . net Forum — New releases room : jsymes via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) I'm creating a campaign where a museum has a second floor, similar to the hospital in the multiplayer game. When I use my block location enter event to move the player from the main map up to the second floor, obviously I need to instruct how many z

Re: Swamp Campaign Scripting (SCS)

2014-06-29 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Aprone, I'm not sure if your still monitering this thread, but in SCS, and when you use the armor menu and skills menu, does the game keep exicuting commands while the menu is still open? When I try to open the skills menu from a custom menu item it wil

Re: Swamp Campaign Scripting (SCS)

2014-05-27 Thread AudioGames . net Forum — New releases room : themadviolinist via Audiogames-reflector
Re: Swamp Campaign Scripting (SCS) Hmmm, threadcromancy going on here, but I thought this was the place to talk about scripting.  I have some questions.How smart are allies?  Will they pick up loot if they come across it?  Will they navigate around obstacles to follow a go command, for example