> * The ability to get the current players ID
I see this as a problem for multiplayer games. The script has to run
the same on each computer, but the current player id is different on
each computer. I think you can safely assume that player id 0 is the
human player in a solo game.
As I stated in my first email (at least, I think I did .. 0_o), certain commands could be disabled during multiplayer mode. All of the ones I suggested were for campaigns. Not multiplayer or single player maps.
But as you showed, if the player is always id 0, probably not needed.
> * The ability to store building and unit locations to be able to reload them
> in the next map of the campaign.
I like this feature. But how is it supposed to work? If the next map
is different, there might be no meaning to transpose the buildings
from one map to the other. I guess that the next map has to be
identical to the current one. If so, the only thing that changes is
the script. Then why not write a longer script that has both maps
scenarii?
The idea was to have a different storyline, different campaign, but same progress (rather than starting fresh each time, having all the buildings shifted (like the tutorial), or having a long 20 minute campaign instead of 4 x 5 minute ones.
Nct had mentioned (I think I got this right...) the ability to save the map at the end of the game and reload using a different campaign script, rather than transfering units to a blank map. If this were possible, it would be a good alternative.
> * The ability to load the next campaign map from within the game, rather
> than taking the play back to the campaign screen, using a prompt, and
> loadMap function
I'm not sure this is desirable. The campaign screen acts as a pause
point between maps, it IS the prompt screen. You are supposed to be
able to go back there as you wish and continue the campaign.
Ok. Scrap that idea then.
> This email has been in my drafts box for 2-3 days, and I can't think of
> anything else at this point, so I'll send it.
>
> So, are any of these possible either in the current SGSL or in the future
> libUSL? Ignore the syntax or execution, just focus on the ideas. And don't
> be too quick to say no. Without a few of them, you wont get very interactive
> campaigns like most other games have :(
I guess they can be done, but the semantics have to be specified a bit more.