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unit buildtrees and single-player missions

Posted: 15 Sep 2007, 20:41
by stilicho
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.

Posted: 15 Sep 2007, 20:47
by trepan
no.

Posted: 15 Sep 2007, 20:58
by stilicho
OK, that's what I figured. Thanks for the prompt response trepan.

Posted: 15 Sep 2007, 21:03
by jK
in the startscript no.
but in you could do it per map level with LuaGaia or you could detect somehow the campaign level in LuaRules, so you don't need different mods/mutators.

Posted: 15 Sep 2007, 21:54
by 1v0ry_k1ng
or you could release a SP version of the mod along with your missions in which you have changed the build menus

Posted: 15 Sep 2007, 22:13
by Guessmyname
Easy. Multiple 'clone' units.

Lets say you have three missions, with three different build trees for each.
Just have 3 commander/builder/whatever units, each identical save for the buildtree!

Posted: 16 Sep 2007, 04:24
by stilicho
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.

Posted: 16 Sep 2007, 06:37
by AF
mutators would also allow the new lua gadget methods of building missions as well as gaia scripts.

Lua gadgets can modify build menus.