The priority is based on all teams for this player and does not in itself delay the build. Teams with a higher priority will be built first. So if there is one team, a value of 1 or 1000 will make no difference.
All teams should be made with a subroutine script called for in the production condition section. This script in most cases would be a blank script set at [S A nd].
Script Name: TeamOne
*** IF ***
TRUE
*** THEN ***
Null operation. (Does nothing.)
I would normally make another normal script that checks for conditions to start my teams. For example at the end of the intro movie, I'll set a flag to say the intro is done.
Then this script would say,
*** IF ***
Flag named 'IntroDone' IS TRUE
*** THEN ***
Run Subroutine 'TeamOne'.
I'll then make another subroutine script to run this team creation script again if it's taken out. Settings [S A nd]
Script Name: RunTeamOne
*** IF ***
TRUE
*** THEN ***
Run Subroutine 'TeamOne'.
So on the "on destroyed" part of the behavior page, I'd put the script "RunTeamOne".
Note: On the "Maximum Quantity" text-box, set the number to one if you only want one copy of this team at any one time. If however, you want the team to start being recreated at 50% (or a fraction of 100%) set the number to two (or more).
As far as the different factions... I've never tried that. However I have made missions with two enemy players. So you could have these two players "working" the same base area and building teams together.
Edited by user
16 years ago |
Reason: Not specified