// Scaffolding System - By Daxter
// Based on a similar system for Black and White 1 recreated for the sequel
// Scaffolding is to replace the Construction Menu of the "Toolbar" in Black and White 2
global HouseAUnlocked = 0
global HouseBUnlocked = 0
global HouseCUnlocked = 0
global HouseDUnlocked = 0
global HouseEUnlocked = 0
define script Scaffolds(oTown)
define script CreateHouseScaffolds(ThisScaffold, NextScaffoldHouse)
define script ScaffoldSelectionHouses(ThisScaffold)
define script ScaffoldSelectionCivics(ThisScaffold)
define script ScaffoldRotation(ThisScaffold)
define script CreateCivicScaffolds(NewCivicScaffold, NextScaffoldCivic, TownScaffold)
define script NewTownScaffold(ThisScaffold, NextScaffoldCivic, DeletableScaffold)
begin script Scaffolds(oTown)
SmallScaffold = 0
NewHouseScaffold = 0
NewCivicScaffold = 0
ThisScaffold = 0
ScaffoldCount = 0
Lumbermill = 0
HouseScaffoldFlag = 0
CivicScaffoldFlag = 0
HOUSEAScaffold = 0
start
Lumbermill = get building ABODE_NUMBER_LUMBERMILL in oTown min built 1.0
wait until Lumbermill exists
HouseScaffoldFlag = create with angle 100.0 and scale 3.0 MOBILESTATIC MOBILE_STATIC_INFO_ROCK_BLOCK_SMALL at {Lumbermill}+{11,0,0}
override mesh for HouseScaffoldFlag with "m_bannergreekranged"
enable HouseScaffoldFlag indestructible
disable HouseScaffoldFlag pickup
CivicScaffoldFlag = create with angle 105.0 and scale 3.0 MOBILESTATIC MOBILE_STATIC_INFO_ROCK_BLOCK_SMALL at {Lumbermill}+{8,0,10}
override mesh for CivicScaffoldFlag with "m_bannergreekmelee"
enable CivicScaffoldFlag indestructible
disable CivicScaffoldFlag pickup
begin loop
if HouseScaffoldFlag == get object hand is over and HouseScaffoldFlag == get object right clicked or HouseScaffoldFlag == get object hand is over and HouseScaffoldFlag == get object left clicked
clear left clicked object
clear right clicked object
NewHouseScaffold = create with angle 0.0 and scale 1.00 MOBILESTATIC MOBILE_STATIC_INFO_ROCK_BOULDER_SMALL at {HouseScaffoldFlag}+{5,0,1}
override mesh for NewHouseScaffold with "m_genericwoodinhand"
ThisScaffold = NewHouseScaffold
wait until NewHouseScaffold == get object held
run background script ScaffoldRotation(ThisScaffold)
run background script ScaffoldSelectionHouses(ThisScaffold)
wait 0.5 seconds
elsif CivicScaffoldFlag == get object hand is over and CivicScaffoldFlag == get object right clicked or CivicScaffoldFlag == get object hand is over and CivicScaffoldFlag == get object left clicked
clear left clicked object
clear right clicked object
NewCivicScaffold = create with angle 0.0 and scale 1.00 MOBILESTATIC MOBILE_STATIC_INFO_ROCK_BLOCK_SMALL at {CivicScaffoldFlag}+{5,0,1}
override mesh for NewCivicScaffold with "m_genericwoodinhand"
ThisScaffold = NewCivicScaffold
wait until ThisScaffold == get object held
run background script ScaffoldRotation(ThisScaffold)
run background script ScaffoldSelectionCivics(ThisScaffold)
wait 0.5 seconds
end if
end loop
end script Scaffolds
begin script ScaffoldRotation(ThisScaffold)
ClickToCreate = 0
start
wait until ThisScaffold exists
while ThisScaffold exists
if ThisScaffold != get object hand is over
ANGLE of ThisScaffold += 8.00
ZANGLE of ThisScaffold = 0.00
XANGLE of ThisScaffold = 0.00
ALTITUDE of ThisScaffold = 0.00
set ThisScaffold alpha 0.75
end if
if ThisScaffold == get object hand is over and ThisScaffold != get object left clicked
ANGLE of ThisScaffold += 0.50
set ThisScaffold alpha 0.75
end if
if ThisScaffold == get object hand is over and ThisScaffold == get object left clicked
ANGLE of ThisScaffold += 0.00
wait 0.5 seconds
end if
end while
end script ScaffoldRotation
begin script ScaffoldSelectionCivics(ThisScaffold)
DistHandToScaffold = 0
TargetPosScaffoldFromHand = 0
NextScaffoldCivic = 0
PlannedScaffold = 0
oTown = get town with id 0
HouseCivicVisual = 0
NewTownInfluence = 0
NewTownAntiInfluence = 0
TownScaffold = 0
start
HouseCivicVisual = create visual effect VISUAL_MIRACLE_TORNADO_GROUND on ThisScaffold time -1
override mesh for ThisScaffold with "m_greekstoragepit"
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.55
enable ThisScaffold indestructible
while ThisScaffold exists
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 0 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.55
override mesh for ThisScaffold with "m_greekstoragepit"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 1 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.50
override mesh for ThisScaffold with "m_greekcreche"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 2 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.50
NewTownInfluence = create influence on ThisScaffold radius 10
override mesh for ThisScaffold with "m_greektowncentre"
TownScaffold = 1
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 3 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.35
delete NewTownInfluence
override mesh for ThisScaffold with "m_greekgranary"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 4 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.50
override mesh for ThisScaffold with "m_greekbathhouse"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 5 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.50
override mesh for ThisScaffold with "m_greekgraveyard"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 6 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.50
override mesh for ThisScaffold with "m_greekinn"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 7 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.50
override mesh for ThisScaffold with "m_greekprison"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 8 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.40
override mesh for ThisScaffold with "m_greekretirement"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 9 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.50
override mesh for ThisScaffold with "m_greeksmelter"
NextScaffoldCivic++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldCivic == 10 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
TownScaffold = 0
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.50
override mesh for ThisScaffold with "m_creaturepen"
NextScaffoldCivic++
wait 0.5 seconds
end if
if NextScaffoldCivic > 10
NextScaffoldCivic = 0
end if
if ThisScaffold != get object held
if hand position near {ThisScaffold} radius 5.00 and ThisScaffold == get object left clicked or hand position near {ThisScaffold} radius 5.00 and ThisScaffold == get object right clicked
stop visual effect HouseCivicVisual
ANGLE of ThisScaffold += 0.00
wait 0.5 seconds
run background script CreateCivicScaffolds(ThisScaffold, NextScaffoldCivic, TownScaffold)
end if
end if
end while
end script ScaffoldSelectionCivics
begin script ScaffoldSelectionHouses(ThisScaffold)
DistHandToScaffold = 0
TargetPosScaffoldFromHand = 0
NextScaffoldHouse = 0
PlannedScaffold = 0
oTown = get town with id 0
HouseCivicVisual = 0
start
HouseCivicVisual = create visual effect VISUAL_MIRACLE_TORNADO_GROUND on ThisScaffold time -1
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.20
override mesh for ThisScaffold with "m_greekabode_a"
enable ThisScaffold indestructible
while ThisScaffold exists
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldHouse == 0 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.20
override mesh for ThisScaffold with "m_greekabode_a"
NextScaffoldHouse++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldHouse == 1 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
SCALE of ThisScaffold = 1.00
override mesh for ThisScaffold with "m_greekabode_b"
NextScaffoldHouse++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldHouse == 2 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
SCALE of ThisScaffold = 1.00
override mesh for ThisScaffold with "m_greekabode_c"
NextScaffoldHouse++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldHouse == 3 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
SCALE of ThisScaffold = 1.00
override mesh for ThisScaffold with "m_greekabode_d"
NextScaffoldHouse++
wait 0.5 seconds
end if
if hand position not near {ThisScaffold} radius 5.00 and NextScaffoldHouse == 4 and bindable action BINDABLE_ACTION_TYPE_ACTION performed
SCALE of ThisScaffold = 1.00
SCALE of HouseCivicVisual = 0.30
override mesh for ThisScaffold with "m_greekabode_e"
NextScaffoldHouse++
wait 0.5 seconds
end if
if NextScaffoldHouse > 4
NextScaffoldHouse = 0
end if
if ThisScaffold != get object held
if hand position near {ThisScaffold} radius 5.00 and ThisScaffold == get object left clicked or hand position near {ThisScaffold} radius 5.00 and ThisScaffold == get object right clicked
stop visual effect HouseCivicVisual
ANGLE of ThisScaffold += 0.00
wait 0.5 seconds
run background script CreateHouseScaffolds(ThisScaffold, NextScaffoldHouse)
end if
end if
end while
end script ScaffoldSelectionHouses
begin script CreateCivicScaffolds(ThisScaffold, NextScaffoldCivic, TownScaffold)
ThisScaffold2 = 0
PlannedScaffold = 0
NewPlannedScaffold = 0
oTown = get town with id 0
ThePlayer = get oTown player
ScaffoldIsHeld = 0
HOUSEAScaffold = 0
DeletableScaffold = 0
ThisScaffoldPos = marker at {ThisScaffold}
start
if NextScaffoldCivic == 1 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_STORAGE_PIT at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
elsif NextScaffoldCivic == 2 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_CRECHE at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
elsif NextScaffoldCivic == 3 and TownScaffold == 1
wait 1 second
run background script NewTownScaffold(ThisScaffold, NextScaffoldCivic, DeletableScaffold)
wait 1 second
elsif NextScaffoldCivic == 4 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_GRANARY at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
elsif NextScaffoldCivic == 5 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_PUB at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
elsif NextScaffoldCivic == 6 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_GRAVEYARD at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
elsif NextScaffoldCivic == 7 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_PRISON at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
elsif NextScaffoldCivic == 8 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_OLD_PERSONS_HOME at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
elsif NextScaffoldCivic == 9 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_SMELTER at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
elsif NextScaffoldCivic == 0 and TownScaffold == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_CREATURE_PEN at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.5 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
DeletableScaffold = ThisScaffold
release DeletableScaffold
wait 0.5 seconds
delete DeletableScaffold
end if
end script CreateCivicScaffolds
begin script CreateHouseScaffolds(ThisScaffold, NextScaffoldHouse)
ThisScaffold2 = 0
PlannedScaffold = 0
NewPlannedScaffold = 0
oTown = get town with id 0
ThePlayer = get oTown player
ScaffoldIsHeld = 0
HOUSEAScaffold = 0
DeletableScaffold = 0
ThisScaffoldPos = marker at {ThisScaffold}
start
if NextScaffoldHouse == 1
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_HOUSE_A at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.1 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
delete ThisScaffold
ThisScaffold = 0
elsif NextScaffoldHouse == 2
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_HOUSE_B at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.1 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
delete ThisScaffold
ThisScaffold = 0
elsif NextScaffoldHouse == 3
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_HOUSE_C at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.1 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
delete ThisScaffold
ThisScaffold = 0
elsif NextScaffoldHouse == 4
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_HOUSE_D at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.1 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
delete ThisScaffold
ThisScaffold = 0
elsif NextScaffoldHouse == 0
wait 1 second
PlannedScaffold = create with angle 0.0 and scale 1.0 ABODE ABODE_INFO_GREEK_HOUSE_E at {ThisScaffold}
ANGLE of PlannedScaffold = ANGLE of ThisScaffold
attach PlannedScaffold to oTown
wait 0.1 seconds
enable PlannedScaffold pickup
enable PlannedScaffold reactable
enable PlannedScaffold interactable
enable villagers can build PlannedScaffold
PERCENTBUILT of PlannedScaffold = 0.01
release PlannedScaffold
delete ThisScaffold
ThisScaffold = 0
end if
end script CreateHouseScaffolds
begin script NewTownScaffold(ThisScaffold, NextScaffoldCivic, DeletableScaffold)
NewTown = 0
NewTownID = 3
oTown = get town with id 0
NearestLumbermill = 0
NewVillager = 0
ScaffoldPos = 0
start
NearestLumbermill = get building LUMBERMILL in oTown min built 1.0
wait 0.5 seconds
ScaffoldPos = marker at {ThisScaffold}
NewTown = create with angle 90.00 and scale 1.00 ABODE ABODE_INFO_GREEK_TOWN_CENTRE at {ThisScaffold}
attach NewTown to oTown
NextScaffoldCivic = 0
wait 1.5 seconds
NewVillager = create random villager of tribe TRIBE_TYPE_GREEK at {NewTown}
set town NewTown desire for TOWN_DESIRE_FOR_FOOD to 0.5
set town NewTown desire for TOWN_DESIRE_FOR_WOOD to 0.5
set town NewTown desire for TOWN_DESIRE_FOR_ORE to 0.5
set town NewTown desire for TOWN_DESIRE_TO_BREED to 0.25
set town NewTown desire for TOWN_DESIRE_TO_BUILD to 0.1
set town NewTown desire for TOWN_DESIRE_TO_MIGRATE to 0.0
set town NewTown desire for TOWN_DESIRE_FOR_HOMES to 1.0
ANGLE of ThisScaffold += 0.00
move ThisScaffold to limbo
release NewTown
wait until NewTown exists and not ThisScaffold is moving
wait 1 second
release ThisScaffold
HEALTH of ThisScaffold = 0.0
delete ThisScaffold
end script NewTownScaffold
Blinkin said:Hello Dexter,
I just registered to say this: wow!
I've been lurking on these forums and on moddb for many years. After 2010 I lost hope for OGaM ever being finished but I loved the progress.
I was looking again for games in the god genre after taking a look at Godus (which is heading in the wrong direction I'm afraid). And suddenly I stumbled upon the moddb page of OGaM seeing dates on the news page that said 2014... I think my eyes popped out of my head when I saw that lol.
So I made this account after all those years of lurking to say you're awesome! I love how you're planning the current work on the mod and I think it's a good idea to say it will be finished soon t/m. I love the updates so far and I wish you all the best with everything!
All the best,
Blinkin
Daxter said:Hello again. It's now Feb in 2015, just a little late of the release date of the alpha.
Just popping in here to let everyone know, I'll be looking to get things fixed up and ready to go in a few more days. Thanks for following, and I look forward to everyone's feedback on the God AI improvements and the Scaffolding System.
Don't forget to drop your suggestions into this forum for anything you would like to see changed, added or removed from OGaM when you play the alpha.
Cheers