I look forward to it,Mooney wrote:We'll have far more trenches and bunkers to explore when chapter one is released.
Out of interest, I've had a very thorough poke around with UDB in the first map to figure out how some stuff was done. I was really surprised how little ACS scripting there was - mostly it was just used for messages. Other than that, things were handled more "mechanically" (e.g. two lines around the key instead of a script with two instructions attached to the key etc.
One thing that really stood out was how the big battle after picking up the key was managed. e.g. some enemies are activated by the death of other enemies and, assuming that I figured it out correctly, a big wave of bad guys is triggered when one particular, but not particularly special, enemy gets killed. I guess this means the timing of the battle is randomised (the trigger enemy could be killed at pretty much any point). However, it would also be very easy to count the enemies in a script (they've all got TIDs already) and trigger waking up more enemies once the first attack has been reduced by a certain number.
So, I was really just wondering why you chose to make the map so scripting-lite, especially in a story-driven mod with really rather advanced techniques elsewhere?
It's not a complaint or anything - just something that surprised me and I was wondering what the decision making process was behind it.