Izno wrote:I know, sorry but I usually have alot to say
It's even more important when you have a lot to say, damn I had to read that three times before I could make head or tails of it, and I'm still not too sure what you said.
Izno wrote:Also a question, is it possible to replace missions/cities in the campaign map during the game?like with a cvar that would trigger on one map, would cause a mission to disappear, and another to appear in its place.If this is possible, i could 'nuke' a city, replacing it with another version that looks a little like it, has alot of radiation around, and only ghouls in it.
You can turn missions, on and off, it's the Set mission state command. Setting the state to covered will hide it, though IIRC the mission name will still show in the list on the worldmap, but it won't be clickable. You might also need to use the mission complete trigger, but my memory is a little hazy on that one.
You can also, if you don't want ghost missions on the worldmap, use the revisit spawnpoint or a campaign variable to move the singleplayer spawn to a waypoint. I was thinking of building a two tier map, it's forced to start at night and one level is a farmer's hut intact, and built above that is a copy of the map but with the farm destroyed. The singleplayer spawn would be placed on the lower map and the spawn revist on the upper level, so first time you visit all is well, but the next time and for all future visits you find the farm destroyed.
Moving the singleplayer spawn via waypoints allows you to start on different parts of the map depending on your actions in earlier missions.
Though I'm not sure how that would play, multi-level maps can get a bit slow sometimes.
Using the Set Mission State is probably better, with several copies of the map, when you want the alternate version to show up set the state to visited, otherwise if you use uncovered the name will revert to unknown, IIRC.