Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: Dio on April 18, 2015, 05:17:22 PM

Title: Scenario Editor Interlude Viewer
Post by: Dio on April 18, 2015, 05:17:22 PM
I have discovered an unused keyboard shortcut and script inside the game that corresponds to a presently unavailable feature in the scenario editor. This particular feature appears as #EDITINTERLUDE in the script.txt. This feature, if implemented, would operate by pressing the semicolon key while having the scenario editor active. After pressing the key, a window appears where you can enter a numerical value. The numerical value you enter should correspond to the number following a entry in the interlude/interludex.txt files.  For example, entering 0 into the box and pressing Ok/Enter will cause the following interlude to appear:

Quote
Interlude: A Waking Nightmare
  Walking alone through the corridors of $BASENAME2, you skim the security
reports on recent attacks by the horrific native "mind worms." Giant
swarms, or "boils," of these mottled 10cm nightmares have wriggled out of the
fungal beds of late, and now threaten to overwhelm base
perimeters in several sectors. Victims are paralyzed with psi-induced terror,
and then experience an unimaginably excruciating death as the worms burrow
into the brain to implant their ravenous larvae.
  Only the most disciplined security squads can overcome their fear
long enough to trigger the flame guns which can keep the worms at bay.
Clearly you will have to tend carefully to the morale of the troops.
  Furthermore, since terror and surprise increase human casualties
dramatically in these encounters, it will be important to strike
first when mind worm boils are detected. You consider ordering some
Former detachments to construct sensors near vulnerable bases to aid
in such detection efforts
.

In short, this feature allows a player to view interludes as many times as they want without having to meet any of the normal triggers. I made this feature work by replacing the commands at addresses 00518868 and 0051886B with nops (no operations) because that particular logic control was malfunctioning and preventing this feature from operating. If anyone has a better method or idea to make this feature operate, then he or she is more than welcome to try it.
Title: Re: Scenario Editor Interlude Viewer
Post by: Geo on April 18, 2015, 07:01:25 PM
Oh, good news for those modders who want to change/adjust the story.
Any chance to let the trigger popup as well? Makes it easier for a modder to keep track of how the story evolves when testing.
Templates: 1: Printpage (default).
Sub templates: 4: init, print_above, main, print_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 31 - 840KB. (show)
Queries used: 18.

[Show Queries]