Home » MODDING HQ 1.13 » v1.13 General Development Talk » New Briefing Room feature - Where can I find more info!?
Re: New Briefing Room feature - Where can I find more info!?[message #360034 is a reply to message #322251]
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Thu, 14 May 2020 18:13
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Kitty |
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Messages:479
Registered:October 2017 Location: Germany |
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RoWa21 wrote on Sun, 30 June 2013 19:36The Briefing room is currently a "work in progress" feature, that s the reason, why it has not been announced official.
Anyway, the "Briefing Room Example 2.zip" is the interesting file . Just extract it in your JA2 folder, and set the ja2.ini to the new briefing room mod. You will also find a Readme.txt file that explains how it works.
Well, it's seven years, but I still try asking a few things.
The description says: "To build missions, the modders needs files: BriefingRoom.xml, Overhead.lua and also different files LUA".
In Example 2, there are Overhead, Quests, StrateticMap, HourlyUpdate and GameInit.
But there are some lines in those, I don't understand. Like "SetGlobal=True" and "CheckGlobalBool". Where is "global" refering to? Is there a place in code where I can see the values used in example?
In Overhead it says: "SetGlobalTrue (2) -- block". What is blocked?
And some lines refer to new quest numbers, but there are no new quests defined in Quests.lua. Those new quest numbers are also needed in npc-scripts, but where do they come from?
Can the StartingCode be changed and if, would this allow to start a second round in Briefing Room?
In general, is it possible to provide a more detailed description? I got it somehow running, but that has needed a lot of trial and error.
I don't know of any mod that has used this, which is kinda sad, because I think there is a lot of potential in this.
So, if you, or anybody else experienced with this, could give a little advice, that'll be cool.
[Updated on: Thu, 14 May 2020 18:48]
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