Need a Briefing on Debriefs

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Jimmyjay86
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Need a Briefing on Debriefs

Post by Jimmyjay86 »

This is the story of the case of the repeating debriefs. I have four debriefs that pop up when certain conditions are met. They can be combined so that a maximum of three can be displayed if you do very well in the mission otherwise you may get only one or two. Here are the 8 triggers as set up in the editor:

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And here are the actions of two of the triggers, the other six are similar:

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Can anyone see what I am doing wrong? Why do they repeat at the end of the mission?
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Post by OnTheBounce »

It's actually very simple. You're trying to have different debrief topics display in the same slot. Just have the first topic in position:0, then the second in position:1, etc.

Cheers,

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Post by Jimmyjay86 »

It's that simple?
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Post by OnTheBounce »

Yep.

If you feel foolish now, wait a couple of minutes until I post about a trigger pitfall that we've been falling into. I felt really stupid when I discovered how to get around it. It was so simple. Right under our noses all this time...

Edit: The preceeding paragraph is a great example of how someone ends up w/egg all over their face... :oops:

OTB
Last edited by OnTheBounce on Thu Sep 19, 2002 9:43 am, edited 1 time in total.
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Post by Jimmyjay86 »

Hmmm, now have to figure an easy way to test the debriefs without going through the mission several different ways...............................
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Post by OnTheBounce »

Jimmyjay86 wrote:Hmmm, now have to figure an easy way to test the debriefs without going through the mission several different ways...............................
Easy. Just save an alternate version of your map, then use that to set the triggers that trip your debriefs up to "Always" conditions. Just go through and do it for each one. Since you have only four debrief topics is shouldn't take too long. Otherwise you're right, it takes a long, long time. (Then again, that might be fun if you're lookin' for some good play time. ;) )

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Post by Jimmyjay86 »

Well I set up dummies to kill to substitute for the conditions. Unfortunately there is still some problems with multiple debrief windows popping up. I may have multiple triggers being fulfilled although I'm not sure how. I'll have to do more troubleshooting tomorrow.
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Post by Red »

God it feels so wrong when I see you talking about all these script things for FO:T...

It's SO much simpler when you program everything with code... Evertime I see you people delve helplessly into a problem it just makes me shiver...
...
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Post by Max-Violence »

JJ86, you might want to throw in some variables to ensure that multiple of your triggers don't fire. However, it's almost 1:30 A.M. right now, so don't ask me to explain right now........ zzzzzZZzzz?zzzzzzzzzzzzzzz..............zzzzzzzzz.......zzzzz....
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

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Post by Forty-six & Two »

Hey now were talking about briefings... For some reason my new map displays the briefing 2 times.... in different kinds of boxes... First the pipboy interface, then the ordinary briefing box (As in core campaign maps)

The trigger setup is: Condition: Main Actor Alive (Tried "Always" as well, same thing) Action: Display briefing text.

Whats up with that?
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Post by OnTheBounce »

Forty-six & Two wrote:Hey now were talking about briefings... For some reason my new map displays the briefing 2 times.... in different kinds of boxes... First the pipboy interface, then the ordinary briefing box (As in core campaign maps)

The trigger setup is: Condition: Main Actor Alive (Tried "Always" as well, same thing) Action: Display briefing text.
This is really simple, 46+2, because you don't need to do a damned thing for the Mission Debrief to display. All you have to do is have the appropriate text in your speech file (which since you're getting the PipBoy Interface, you do) and when the mission starts up the mission briefing will appear in the appropriate box.

The reason you're getting that second box is because you're telling the game to display World Text, which is handy for many things, but not required for your Mission Briefing.

Alles klar, Herr Kommisar? :mrgreen:

Red: Well, I don' know nuthin' 'bout no fancy codes, but I will say that the thing that frustrates me is the lack of logical operators in the triggers. Things would be so much easier to script if you could set up triggers w/conditions like "P and Q or X and Y". Not everyone is a programer, but logic is allegedly intuitive. (I confess I have my doubts about that...)

JJ86: Max might be on to something there. You may very well have multiple conditions being satisfied and hence be getting multiple debrief paragraphs. (Sorry that position issue didn't fix it, but that was an error that stuck out.) You'll just have to set up your variables in such a way that no matter what happens you will only satisfy the conditions for one option. If you dl'd The Refinery you might want to take a look at the trigger section dealing w/the Ranger and the Slaves in the debriefing. There are something like 10 different options for the debriefing, so those triggers serve as a good example of how to avoid duplicate endings.

Cheers,

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Post by Forty-six & Two »

OnTheBounce wrote:This is really simple, 46+2, because you don't need to do a damned thing for the Mission Debrief to display. All you have to do is have the appropriate text in your speech file (which since you're getting the PipBoy Interface, you do) and when the mission starts up the mission briefing will appear in the appropriate box.

The reason you're getting that second box is because you're telling the game to display World Text, which is handy for many things, but not required for your Mission Briefing.

Alles klar, Herr Kommisar? :mrgreen:[OTB
Ah.... ok... Now I feel stupid. But thanks anyway :lol:.

Oh yea, btw bout my map and rendering it? I sent you it by E-mail but it was returned. But I think Red will try to render it so its ok. Last thing I need to send it off to DAC.

SÃ¥ den er bare fjong du.
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Post by Max-Violence »

OnTheBounce wrote:Alles klar, Herr Kommisar? :mrgreen:
46 & 2 wrote:SÃ¥ den er bare fjong du.
One of you two wanna clue the rest of us in? :P
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

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Post by OnTheBounce »

46+2 wrote:Oh yea, btw bout my map and rendering it? I sent you it by E-mail but it was returned. But I think Red will try to render it so its ok. Last thing I need to send it off to DAC.
Strange that it was returned. If you do need me to render it, PM me and I'll give you another (better) eMail address that I can be reached at.
Max-Violence wrote:
OnTheBounce wrote:Alles klar, Herr Kommisar? :mrgreen:
One of you two wanna clue the rest of us in? :P
Well, I'll clue you in on my bit. What that little phrase means (literally)is, "Is everything clear, Mr. Inspector?" Right around the time you were born there was an Austrian chap who went by the unlikely name of "Falco" and he had a hit that -- amazingly enough -- actually went somewhere in the US, even though it was sung in German. There was also a (lame-ass) English version which was also a hit, done by After the Fire.

I'm not sure 'bout 46+2's bit. I think it's a safe bet that it's Danish -- I admit I threw my little bit in there to see if German was similar enough to Danish to give him a headache like Dutch does me -- but all I can really recognize is the last word which looks like an informal "you" (du). (English got rid of the formal/informal versions of you quite some time ago.)

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Post by Red »

With normal programming the overhead wouldn't be incredible to learn... I mean it's basically the same thing exacpt you have to type the commands instead of go through a lame script UI...

Sometimes I also wonder wether this script UI is actually just a interface to make programming which we could reverse engeneer and make our own programming language (and possibly allow funky stuff likeyou want to do...) But I highly doubt it (since it would break the UI if it was possible).
...
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Post by Forty-six & Two »

OnTheBounce wrote:
46+2 wrote:Oh yea, btw bout my map and rendering it? I sent you it by E-mail but it was returned. But I think Red will try to render it so its ok. Last thing I need to send it off to DAC.
Strange that it was returned. If you do need me to render it, PM me and I'll give you another (better) eMail address that I can be reached at.
Max-Violence wrote:
OnTheBounce wrote:Alles klar, Herr Kommisar? :mrgreen:
One of you two wanna clue the rest of us in? :P
Well, I'll clue you in on my bit. What that little phrase means (literally)is, "Is everything clear, Mr. Inspector?" Right around the time you were born there was an Austrian chap who went by the unlikely name of "Falco" and he had a hit that -- amazingly enough -- actually went somewhere in the US, even though it was sung in German. There was also a (lame-ass) English version which was also a hit, done by After the Fire.

I'm not sure 'bout 46+2's bit. I think it's a safe bet that it's Danish -- I admit I threw my little bit in there to see if German was similar enough to Danish to give him a headache like Dutch does me -- but all I can really recognize is the last word which looks like an informal "you" (du). (English got rid of the formal/informal versions of you quite some time ago.)

OTB
Ok, thanks. But I think Red will do it. Hehe.

"Den er bare fjong du" 60's hippie expression... means something like "everythings just a-okay!" :lol: (Youre right on the "du" part)
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