I'm trying to work out how to make a modular system for this, and I was really trying to understand if it was possible to just have it all in "control.lua" to use on a custom map as a scenario.
I decided to post in here to see what the more inventive modding people have to say on what is easy and what is not so easy.
Ok, so by "goals" I mean, the map starts and players can see on the screen the current goal, which could be "clear the island of Biters" (because we started the players on a large island) so once an event call shows no biters in say, an x by y zone, it starts the next goal, which could be "locate the 3 other abandoned bases and power them up", which could fire more code to pick unexplored chunks away from players, plonk down a preset base and wait for power to be applied.
There could be a long list of "goals" in order to keep players busy but at the same time focused on specific tasks rather then just "random base expanding". The "launch rocket" could still be the last on the list, but only after ALL the other tasks have been ticked off (ie the build Silo item stays disabled).
By "modular" I was implying that people could then just work on individual "tasklets", and then others could pick and choose which ones they want in their scenario, and just copy a bunch of them into the control.lua file and have instant varied games each time.
[Idea] Sequential goals for players
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