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MegaGlest Forum
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Modding and game content creation
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Mods
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Localised resources
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Topic: Localised resources (Read 3189 times)
Botjer
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Localised resources
«
on:
22 April 2008, 08:07:16 »
how do i create a resource that only exist in one building and not on a global level.
example. i have two different keeps, the wood collected at one can not be used at the other keep.
«
Last Edit: 1 January 1970, 00:00:00 by Botjer
»
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ZaggyDad
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«
Reply #1 on:
22 April 2008, 16:20:23 »
You can't.
~Zaggy
«
Last Edit: 1 January 1970, 00:00:00 by ZaggyDad
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daniel.santos
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Reply #2 on:
22 April 2008, 17:37:23 »
The engine doesn't support localised resources, nor team-shared resources for that matter. This would require modifications to the engine (which is in C++)
«
Last Edit: 1 January 1970, 00:00:00 by daniel.santos
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ZaggyDad
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«
Reply #3 on:
22 April 2008, 17:42:38 »
(Though it may come in useful for campaigns and scenarios.)
~Zaggy
«
Last Edit: 1 January 1970, 00:00:00 by ZaggyDad
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Botjer
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(No subject)
«
Reply #4 on:
23 April 2008, 06:55:52 »
it would give rise to some interesting oportunities. for example, a monster that eats wood. when it has 100 wood harvested, it can build a new unit, or it can transform into something bigger.
«
Last Edit: 1 January 1970, 00:00:00 by Botjer
»
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MegaGlest Forum
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Modding and game content creation
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Mods
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Localised resources