MV in your Rebellion campaign, if Mel dies the game automatically reloads the last save game, was this intentional? If so how did you mange it as I couldn't see anything in the scripting. Or is it because you've used the path option and not created a failscreen in your new path?
Also in the main campaign at the start of every map the briefing soundfile plays, does anyone know where this is set up as I didn't see any play wav actions. Is it because wav files that are named the same as speech nodes get played automatically when the speech node is used? I noticed that the ROE demo : ) uses a blank wav file to stop the briefing playing since it would be different to the text they have created.
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Campaign Questions
- requiem_for_a_starfury
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Campaign Questions
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- Max-Violence
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Re: Campaign Questions
Um, yes.requiem_for_a_starfury wrote:MV in your Rebellion campaign, if Mel dies the game automatically reloads the last save game, was this intentional?
Actually, I have no idea why it automagically reloads the last save game. Pretty neat though. I suppose the fact that I used -path for the campaign caused it, as I have yet to experience that phenomenon (sp?) in a non-pathed map.Req wrote:If so how did you mange it as I couldn't see anything in the scripting. Or is it because you've used the path option and not created a failscreen in your new path?
IIRC if the wav is named the same as the speech note title (i.e MISSION_BRIEF = {blah blah blah} and MISSION_BRIEF.WAV), the wav automatically plays. Not sure about debriefs, though. I usually use "Display World Text" instead.Req wrote:Also in the main campaign at the start of every map the briefing soundfile plays, does anyone know where this is set up as I didn't see any play wav actions. Is it because wav files that are named the same as speech nodes get played automatically when the speech node is used? I noticed that the ROE demo : ) uses a blank wav file to stop the briefing playing since it would be different to the text they have created.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- requiem_for_a_starfury
- Hero of the Wastes
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- Joined: Tue Oct 29, 2002 11:13 am
Re: Campaign Questions
Hmm...Max-Violence wrote:Um, yes.
I thought that it might be because there's no death screens under your path, but if you die and the game reloads and then you exit to main straight away, it reloads again. Then you have to exit to main again, and it quickly displays the death screen (if that makes any sense) so perhaps it's something to do with how you've set up your path.Max-Violence wrote:Actually, I have no idea why it automagically reloads the last save game. Pretty neat though. I suppose the fact that I used -path for the campaign caused it, as I have yet to experience that phenomenon (sp?) in a non-pathed map.
CheersMax-Violence wrote:IIRC if the wav is named the same as the speech note title (i.e MISSION_BRIEF = {blah blah blah} and MISSION_BRIEF.WAV), the wav automatically plays. Not sure about debriefs, though. I usually use "Display World Text" instead.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- Max-Violence
- Wandering Hero
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Re: Campaign Questions
Yet another reason to eschew the entire -path thingrequiem_for_a_starfury wrote:I thought that it might be because there's no death screens under your path, but if you die and the game reloads and then you exit to main straight away, it reloads again. Then you have to exit to main again, and it quickly displays the death screen (if that makes any sense) so perhaps it's something to do with how you've set up your path.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- OnTheBounce
- TANSTAAFL
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Re: Campaign Questions
I remember that my game used to do this, but doesn't anymore. I think it quit doing it when I linked everything in a cam file.requiem_for_a_starfury wrote:MV in your Rebellion campaign, if Mel dies the game automatically reloads the last save game, was this intentional? If so how did you mange it as I couldn't see anything in the scripting. Or is it because you've used the path option and not created a failscreen in your new path?
The playing of sound files w/speech nodes is automatic, provided you have wav files that are identically named w/their speech node counterpart. There are some ways to get around this:requiem_for_a_starfury wrote:Also in the main campaign at the start of every map the briefing soundfile plays, does anyone know where this is set up as I didn't see any play wav actions. Is it because wav files that are named the same as speech nodes get played automatically when the speech node is used? I noticed that the ROE demo : ) uses a blank wav file to stop the briefing playing since it would be different to the text they have created.
- Use a different folder for your speech file. For instance, I use "OTB_mission01" where the core campaign had "mission01".
- Use a different system for naming your nodes. For instance, the "Failure" nodes in the core campaign are listed as "M01_FAILURE_A", and I use "M01_FAILURE_01". This stopped having Gen. Barnaky pipe up when I was playing my campaign.
OTB
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