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Multiple Sectors

posted Aug 10, 2011 20:20:31 by tallasse
I've created a 3x3 grid of "sectors" that the player ship can traverse by unloading all the objects from the "old" sector, teleporting the ship to the opposite side of the map, then loading all the objects in the "new" sector. Unfortunately, without any way to save or restore variables, persistence and random generation seem nearly impossible - and each new sector added adds a ton of new conditionals - I'm starting to get lost reading my own scripts.

Has anyone found a more elegant solution?
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Mike_Substelny said Aug 10, 2011 20:34:58
I do something like that by keeping track of the amount of time it takes Artemis to leave a sector.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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