secret {bi} {int}
- Used to make a 'secret' character who must be unlocked before he/she can be played
- {bi} defines where secret character can be played:
- 0 = Can be played in any level set
- 1 = Can only be played in locked level set or level set with 'ifcomplete' in it (see levels.txt above)
- {int} defines how many times game must be completed before the character is unlocked
- Even though secret character is locked, you must load him/her with 'load' command instead of 'know' (see models.txt above)
ifcomplete {int}
- Can be used to create 'locked' levels if {int} is set to 1 or higher.
- In the game, OpenBoR will display message on the right side respective game mode like this: Finish the game {int} times to unlock. That means, player must clear a game mode {int} to unlock this game mode.
- OpenBoR will save player's progress so no need to do it all at once.
- They aren't really secrets, as the players are still be able to see them on the menu, but they won't be able to select it until they've beaten a game mode with defined value.
- Characters with 'secret 1' in their header can only be used in difficulty settings with 'ifcomplete'.
is there a way to prevent the tutorial level from unlocking anything?
hey mate thanks a lot for the help but i give up on it and put it all in a single level set and make the tutorial skipable, it is good enough... was trying to avoid a second selection screen with just a gif instead of the animated one of level set start but is not big deal i gess....I have two ideas in my head ATM:
1. Make tutorial level endless and use script to exit the mode.
2. Put all level sets into one set then use script system to control how player access those sets. Either with scripted menu or a level hub.