![]() ![]() ![]() Make sure you have your names spelled right (the names ARE case-sensetive) ![]() The “cp1” after name =, is the actual name of the CP in the editor. The first cp1 is simply a variable name that you are using to define your CP. The default options provide 4 CPs by default. It is important if you are going to add more CPs to your level, that you edit your script, and add your new CPs to the list. Just as it says in the actual script comment below (lua comments begin with -, two dashes) these next lines define the CPs that will be used for conquest. ScriptInit is setup, and making sure everything is loaded, and then ScriptPostLoad actually contains the in-game logic. ScriptPostLoad will contain all your game script, handling everything that actually happens once the level is loaded and play begins. The following line defines the function ScriptPostLoad, which is a function that is run after the game has finished running ScriptInit (more on that below). REP Attacking (attacker is always #1) REP = 1 CIS = 2 - These variables do not change ATT = REP DEF = CIS ![]()
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