Hi, Ohartenstein23, I believe you are the only person with the experience and knowledge to
help me with this complex mapscript question.
I recently experimented with Blank Terrain, like using Terrain without maps but mapscript alone to generate a battlescape mission.
An example of my Blank Terrain.
terrains: #done
- name: TLETHBASESEA
music:
- GMTACWET
depth: [1, 2]
ambience: 990
ambientVolume: 1.5
mapDataSets:
- BLANKS
script: ALIEMBASEMAPFINAL
mapScripts:
- type: ALIEMBASEMAPFINAL
commands:
- type: addCraft
terrain: globeTerrain
groups: 1
- type: addBlock
size: [1,1,4]
verticalLevels:
- type: ground
size: [1,1,0]
terrain: globeTerrain
groups: 1
- type: middle
size: [1,1,4]
terrain: ALIENBASE01
- type: addBlock
size: [1,1,4]
verticalLevels:
- type: ground
size: [1,1,0]
terrain: globeTerrain
groups: 1
- type: middle
size: [1,1,4]
terrain: ALIENBASE02
executionChances: 50
- type: addBlock
size: [1,1,4]
verticalLevels:
- type: ground
size: [1,1,0]
terrain: globeTerrain
groups: 1
- type: middle
size: [1,1,4]
terrain: ALIENBASE02
executionChances: 50
- type: addBlock
size: 2
execution: 2
terrain: globeTerrain
- type: fillArea
terrain: globeTerrain
Notice how I use terrain like lego blocks, I plug in buildings into terrain maps so I can generate cities or towns on the fly using any terrain. Unfortunately, this blank terrain in turn can't be use by other mapscripts to build something else. Like for example, if I have a Desert City blank terrain, using mapscript alone to generate the city. This will work fine, if the mapscript or blank terrain is use in Aliendeployment alone. However, if I want to build or plug in an alienbase using the blank terrain Desert City for example,
mapScripts:
- type: ALIENBASE_USING_TLETHBASESEA
commands:
- type: addCraft
terrain: TLETHBASESEA
groups: 1
- type: addBlock
size: [1,1,4]
verticalLevels:
- type: ground
size: [1,1,0]
terrain: TLETHBASESEA
groups: 1
- type: middle
size: [1,1,4]
terrain: ALIENBASE01
- type: addBlock
size: [1,1,4]
verticalLevels:
- type: ground
size: [1,1,0]
terrain: TLETHBASESEA
groups: 1
- type: middle
size: [1,1,4]
terrain: ALIENBASE02
executionChances: 50
- type: addBlock
size: [1,1,4]
verticalLevels:
- type: ground
size: [1,1,0]
terrain: ALIENBASE034
groups: 1
- type: middle
size: [1,1,4]
terrain: TLETHBASESEA
executionChances: 50
- type: addBlock
size: 2
execution: 2
terrain: TLETHBASESEA
- type: fillArea
terrain: TLETHBASESEA
because terrain TLETHBASESEA doesn't have any actual maps attach to it, the Alienbase mapscript will crash. Can you figure of any way around it?