Testing later or endgame scripts - Any quicker way to do this?

A forum for discussing map making ideas and problems for the Myth series.
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dreamofthegun
Posts: 11
Joined: Sun Jun 20, 2004 7:29 pm

Post by dreamofthegun »

Hey guys, if you have a complicated endgame script that you are going to continually f*ck up before getting it right is there any way you can..i don't want to say fast forward but some other way to test it quicker. Even on timid if you have to go through the whole solo level again to continually test the script it would take forever.

Is there a faster way to do this?

H
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haravikk
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Posts: 987
Joined: Mon Mar 22, 2004 12:56 pm
Location: Scotland

Post by haravikk »

One way is to change which script activates first. Simply take your current starting action and set it so that it is NOT initially active. Then set the script you want to test to initially active, so it becomes active first. You can then move your starting force to a more appropriate place and test away.
Once you're satisfied with it, move the troops back and fix your actions to start in the correct order again. Play it all the way through just to be sure, and you're done.

Alternatively you could create an initially active unit control that constantly sets your unit's health to 1.000 (100%) so that they can't die, and basically god-mode your way up to the part you want where you can set the invincibility action to deactivate.
Similarly editing your units in Fear to suffer no damage and have ubër attacks lets you god-mode to the part you want.
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