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Need a Briefing on Debriefs
Posted: Thu Sep 19, 2002 9:05 am
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:
And here are the actions of two of the triggers, the other six are similar:
Can anyone see what I am doing wrong? Why do they repeat at the end of the mission?
Posted: Thu Sep 19, 2002 9:11 am
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,
OTB
Posted: Thu Sep 19, 2002 9:13 am
by Jimmyjay86
It's that simple?
Posted: Thu Sep 19, 2002 9:18 am
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
Posted: Thu Sep 19, 2002 9:37 am
by Jimmyjay86
Hmmm, now have to figure an easy way to test the debriefs without going through the mission several different ways...............................
Posted: Thu Sep 19, 2002 9:41 am
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.
)
OTB
Posted: Thu Sep 19, 2002 10:03 am
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.
Posted: Thu Sep 19, 2002 10:45 am
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...
Posted: Thu Sep 19, 2002 12:24 pm
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....
Posted: Thu Sep 19, 2002 7:54 pm
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?
Posted: Fri Sep 20, 2002 12:56 am
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,
OTB
Posted: Fri Sep 20, 2002 1:16 am
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
.
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.
Posted: Fri Sep 20, 2002 2:23 am
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?
Posted: Fri Sep 20, 2002 4:49 am
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?
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
Posted: Fri Sep 20, 2002 5:31 am
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).
Posted: Fri Sep 20, 2002 1:41 pm
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?
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!"
(Youre right on the "du" part)