Zeusthor Posted September 10, 2005 Report Share Posted September 10, 2005 Hi, I think it's time we heard from you Random Map Scripters and RMS hopefuls about what you want the RMS language to do for YOU. It would be best to stay as general as possible and let us deal with specifics. So go wild and tell us what you want. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted September 17, 2005 Report Share Posted September 17, 2005 my crazy idea for the day:Would it be possible (or worthwhile for that matter) to 'convert' RMS scripts from other games to be usable in 0 A.D.? Quote Link to comment Share on other sites More sharing options...
Aeros Posted September 17, 2005 Report Share Posted September 17, 2005 By hand, probably by script or progamming, doubt it Quote Link to comment Share on other sites More sharing options...
Zeusthor Posted September 17, 2005 Author Report Share Posted September 17, 2005 unfortunately, cheezy is right. scripting languages calculate differently and although work similarly, make different assumptions. Quote Link to comment Share on other sites More sharing options...
Auron Posted September 24, 2005 Report Share Posted September 24, 2005 (edited) i had AoK for a short while, and i saw the the commands to create a random map script were quite easy compaired to the ones on AoM. I was wondering, is it hard to create such way to random map script?Also, i just got an idea.......might sound crazy and impossible, but is it possible to create random map scripts in-game? Having a sort of "notepad" inside the game, where scripters could write down the commands, and there would be a preview option to see how the map is showing up. And of course, if there is a command written wrong, then there would be no way for the preview map script o show correctly, or to show at all, and this issue goes to the following question; is it possible to debugg a random map script in this game? can the game find any incorrect commands so you dont have to kill yourself checking line by line to see if the codes are correct? Edited September 24, 2005 by Auron Quote Link to comment Share on other sites More sharing options...
Zeusthor Posted September 25, 2005 Author Report Share Posted September 25, 2005 Our scripting language is more like AOM than AOK, but it's simpler than AOM. It might be possible to creating scripts in-game, but there are no plans to do so. We'll definately offer a good debugger and error handler to help find incorrect commands and logic in scripts though. Quote Link to comment Share on other sites More sharing options...
Auron Posted September 25, 2005 Report Share Posted September 25, 2005 why not:( and dont forget to make a rms tutorial for the game. Quote Link to comment Share on other sites More sharing options...
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