I'm making a single-player mission and would like to change the buildtree of the commander and construction units.
Is there any way to do this within the startscript?
I know it's possible to build a mutator and make the changes at the mod level, but in the context of a single-player campaign that would mean different mutators for different missions leading to a messy, bloated mods folder.
unit buildtrees and single-player missions
Moderator: Moderators
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I hadn't thought of cloning units within the mod. But since it seems to be the path of least resistance, that's what I'm going to use, atleast for now.
One of the reasons I was considering using mutators was that with them I could have NTAI load mission specific configs. Then I would have a certain amount of control over enemy behaviour without having to use lots of scripted events.
One of the reasons I was considering using mutators was that with them I could have NTAI load mission specific configs. Then I would have a certain amount of control over enemy behaviour without having to use lots of scripted events.