Do you mean the content of my Story Editor _Start section?

This is the entirety of that section. Then all my coding stuff is set as children to it, or whatever that's called.
Code
Version 1
SubGoalCombiner SGC_AND
INITSECTION
CHARACTER_EFS_Detective_Scannon.isPlayer();
Proc_ResetCompanions();
Proc_ExclamationMarkCleanup();
KBSECTION
IF
GameEventSet("GAMEEVENT_GameStarted")
THEN
DB_InCharacterCreation(1);
InitStory();
GoalCompleted;
PROC
Proc_ExclamationMarkCleanup()
AND
_Player.IsPlayer()
THEN
CharacterStopAllEffectsWithName(_Player,"FX_GP_ExclamationMark_A");
CharacterSetHasDialog(_Player,0);
ItemToContainer(ITEM_EFS_LouNote1,ITEM_EFS_RingBinder,1);
ItemToContainer(ITEM_EFS_LouNote2,ITEM_EFS_RingBinder,1);
ItemToContainer(ITEM_EFS_LouNote3,ITEM_EFS_RingBinder,1);
ItemToContainer(ITEM_EFS_LouNote4,ITEM_EFS_RingBinder,1);
ItemToContainer(ITEM_EFS_LouNote5,ITEM_EFS_RingBinder,1);
ItemToContainer(ITEM_EFS_LouNote6,ITEM_EFS_RingBinder,1);

IF CharacterDied(CHARACTER_EFS_Detective_Scannon)
THEN
ShowGameOverMenu();
EXITSECTION

ENDEXITSECTION
TargetEdge "Cell"
TargetEdge "Chestroom"
TargetEdge "Gaolguard"
TargetEdge "Plumbing"
TargetEdge "Spider"
TargetEdge "testing"
TargetEdge "Traps"


I think when I was experimenting with my very very first mod, I copy pasted the main game's _Story+children into it, since it seemed to have important info. But there was no way I was going to include all those sections in my own mod once I started in earnest. Is there other content in the main campaign's _Story and children that is mandatory (or at least sensible) for all other mods that aren't just alterations to the main campaign?

Last edited by Noaloha; 15/08/14 07:31 PM.

Escape From Smalcatraz: Steam/Nexus. Forum thread.