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Scenario Tools - generic GS for generic scenarios

Posted: 30 Jun 2018 10:17
by jfs
Ever wanted to have a scenario that does something a bit unusual, but thought it would be too bothersome to write a unique Game Script for it? This is a toolbox for encoding some types of commands/events into a scenario by using signs.

Right now it can found towns and industries at specific dates, and force towns to grow at specific dates. This is mostly for proof of concept, I hope to expand this much more with useful features.

Image


Known bugs/problems:
- Random placement of towns doesn't work
- I'm not sure town growth actions ever stop acting
- Prints red errors in the GS debug window during some of the sign parsing (need to do a pcall or something)
- Will eat signs even during the scenario editor, if you click the Pause or FFwd buttons

This is my first foray into writing GS so any tips and criticism is appreciated. Wishlists are also welcome.

Re: Scenario Tools - generic GS for generic scenarios

Posted: 30 Jul 2018 08:48
by Zuu
Coding help:
You do not need to import libraries at the beginning of each .nut-file. It is enough to do this once, preferable in the top of main.nut. What you assign at the global scope there, will be available in all files.

You are also welcome to change the name from MinimalGS and author in the copyright notice in top of main.nut to yourself.

Re: Scenario Tools - generic GS for generic scenarios

Posted: 30 Jul 2018 09:23
by agentw4b
Known bugs/problems:
- Random placement of towns doesn't work
I did not look at your gamescript, but in my gamescript "City Founder GS" I use random city deployment. You might be inspired.