View Full Version : MOD: #scenario tag
gladestrider
April 11th, 2004, 04:20 AM
Can someone give me a quick rundown on what impact this command will have?
gs
Gandalf Parker
April 11th, 2004, 05:22 AM
There are MOD commands and there are MAP commands. I know of no scenario MOD command.
In a .map file the #scenario command flags that more things have been re-decided than usual. A glowing starburst appears next to it when selecting a map to play on. And certain game features that are decided by map commands will not be available to the players to change.
Gateway103
April 11th, 2004, 05:56 AM
[edited: deleted]
My apology, posted in the wrong thread.
-Gateway103
[ April 11, 2004, 04:57: Message edited by: Gateway103 ]
gladestrider
April 11th, 2004, 07:46 PM
Thanks, guys. Sorry about the confusion--I guess I have a frame of mind where editing a map is "modding" it, so that's why I used MOD. I can see where that distinction is important, if there is a command that is valid for both .dm and .map files. I'll try to get with the program.
So, what you're saying is: if I don't set the #scenario flag, the players can override any of the decisions that I've put in the .map file (like commander renaming, Indep. strength, etc.)?
Thanks again,
gs
PDF
April 12th, 2004, 01:31 AM
#scenario is a MAP command, not a Mod command.
If present in a map it ...well... flags it as a "scenario" http://forum.shrapnelgames.com/images/smilies/rolleyes.gif !
Effects are :
A nice icon (flashlight) near the map name when starting a game
* game parameters selection : now in 2.11 only non-already set (in the map) parameters can be altered when starting the game (before 2.11 no parameters at all could be specified, so those not set in the map where back to default)
Apart from that there's no difference with a standard map AFAIK.
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