The second functionality is tagging and spawning by difficulty. Another foldout FHQ EdenTool adds is this one:
"Mission Parameter Settings" is used to selectively delete units depending on difficulty. A unit is deleted in Easy, Normal or Hard difficulty if the checkbox is not ticked... In the above example, the unit would span at Easy, Normal and Hard difficulty. If only the Hard checkbox were ticked, the unit would only spawn at Hard difficulty.
What difficulty, you ask ? To make this work, your description.ext needs the following entry:
(Add only class FHQ_Difficulty if you already have a class Params).
You can now use this parameter to control what does and does not spawn.
The second part, "Tag Settings", is a bit more involved. It allows you to put tags onto a unit. Tagging a unit does not do anything on it's own. You can query those tags in scripts and use them for different purposes.
One such use is adapting a mission to player count. Assume we have a 12 player mission. You design the mission with 12 players in mind. You do, however, tag units with tags 'A' and 'B', with the idea of deleting all 'A' tagged units if you have less than 8 and all 'B' tagged units if you have less thanor equal to 4 players.
A tag is stored on the unit as a boolean variable, called FHQ_TagX (with X being A to F)
"Mission Parameter Settings" is used to selectively delete units depending on difficulty. A unit is deleted in Easy, Normal or Hard difficulty if the checkbox is not ticked... In the above example, the unit would span at Easy, Normal and Hard difficulty. If only the Hard checkbox were ticked, the unit would only spawn at Hard difficulty.
What difficulty, you ask ? To make this work, your description.ext needs the following entry:
Code:
class Params
{
class FHQ_Difficulty
{
title = "Difficulty";
values[] = {0, 1, 2};
texts[] = {"Easy", "Normal", "Hard"};
default = 1;
};
};
You can now use this parameter to control what does and does not spawn.
The second part, "Tag Settings", is a bit more involved. It allows you to put tags onto a unit. Tagging a unit does not do anything on it's own. You can query those tags in scripts and use them for different purposes.
One such use is adapting a mission to player count. Assume we have a 12 player mission. You design the mission with 12 players in mind. You do, however, tag units with tags 'A' and 'B', with the idea of deleting all 'A' tagged units if you have less than 8 and all 'B' tagged units if you have less thanor equal to 4 players.
A tag is stored on the unit as a boolean variable, called FHQ_TagX (with X being A to F)