1 |
There is no simple solution, but there are lot of extremely powerful solutions. Here are some ways to _try_ though:
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1 |
There is no simple solution, but there are lot of extremely powerful solutions. Here are some ways to _try_ though:
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2 |
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2 |
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3 |
1)
You
could
learn
how
to
[url=https://zero-k.
info/mediawiki/index.
php?title=Mapping_Guide]make
maps[/url].
Maps
can
include
arbitrary
code
in
them,
entirely
redefining
the
rules
of
the
game
if
you
need
that
(
new
units,
new
mechanics,
new
models,
everything)
.
Mapping
for
Spring
is
not
easy,
though:
you'll
have
to
learn
at
least
programming
and
quite
probably
a
lot
more.
It's
possible
to
reuse
existing
maps
though
when
making
a
"scripted"
version
of
them
of
course.
|
3 |
1)
You
could
learn
how
to
[url=https://zero-k.
info/mediawiki/index.
php?title=Mapping_Guide]make
maps[/url].
Maps
can
include
arbitrary
code
in
them,
entirely
redefining
the
rules
of
the
game
if
you
need
that
(
new
units,
new
mechanics,
new
models,
everything)
.
Mapping
for
Spring
is
not
easy,
though:
you'll
have
to
learn
at
least
a
bit
of
Lua
programming
(
for
your
mission
triggers;
you
can
get
through
actual
mapping
mostly
without
it)
and
quite
probably
a
lot
more
(
texturing,
for
example)
.
It's
possible
to
reuse
existing
maps
though
when
making
a
"scripted"
version
of
them
of
course.
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4 |
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4 |
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|
5 |
2) You could try how to make scenarios in SpringBoard. After all, initially it was supposed to be a _scenario editor_. It's a bit rough on the edges though, and hasn't been kept very up to date. Something exported from SB is likely to be more or less a mod-map like you would get in 1), but perhaps in an easier way. The bonus point is that you possibly won't have to learn programming.
|
5 |
2) You could try how to make scenarios in SpringBoard. After all, initially it was supposed to be a _scenario editor_. It's a bit rough on the edges though, and hasn't been kept very up to date. Something exported from SB is likely to be more or less a mod-map like you would get in 1), but perhaps in an easier way. The bonus point is that you possibly won't have to learn programming.
|
6 |
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6 |
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7 |
3) You could try to switch your install into [url=https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing#Modifying_the_lobby_menu]developer mode[/url] and attempt to configure your own campaign with the lobby's campaign framework.
|
7 |
3) You could try to switch your install into [url=https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing#Modifying_the_lobby_menu]developer mode[/url] and attempt to configure your own campaign with the lobby's campaign framework.
|
8 |
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8 |
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9 |
IIRC the lobby even comes with a way to switch the single-player stuff into things other than the default campaign. This is entirely undocumented afaik, except for the [url=https://github.com/ZeroK-RTS/Chobby/tree/master/campaign/sample]examples[/url] that the existing code represents, and the possibility to extract more information from @Aquanim or @GoogleFrog who created this system.
|
9 |
IIRC the lobby even comes with a way to switch the single-player stuff into things other than the default campaign. This is entirely undocumented afaik, except for the [url=https://github.com/ZeroK-RTS/Chobby/tree/master/campaign/sample]examples[/url] that the existing code represents, and the possibility to extract more information from @Aquanim or @GoogleFrog who created this system.
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10 |
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10 |
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11 |
For this approach, you would almost inevitably have to learn programming and other stuff, but as a bonus, you can probably make not just a mission, but a whole campaign.
|
11 |
For this approach, you would almost inevitably have to learn programming and other stuff, but as a bonus, you can probably make not just a mission, but a whole campaign.
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12 |
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12 |
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13 |
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13 |
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14 |
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14 |
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