Starting a Campaign in a Bunker
Posted: Fri Feb 28, 2003 4:37 am
I've finally gotten the beginning of IOOI straightened out, leaving the player w/as many choices regarding 'cruits and equipment as are possible, but there were some technical hurdles to overcome.
The main problem w/starting the campaign in a bunker was that the triggers were resetting themselves every time the map was re-entered. Since the first map is the one where you initialize all of the campaign variables, this was a serious problem.
My first solution was to have a "dummy" bunker map that the player started on. The problem w/this solution was that the map was displayed on the World Map, even if I inserted a trigger to cover it and placed it outside of the map image boundaries. This was simply not acceptable. While "third party" and "amateur" are both terms that apply to my work, I'm simply not going to accept having it look that way.
What I finally broke down and did was to have a small map that the player starts on w/o any 'cruits and a single, unimportant objective to accomplish. This then opens the exit grid and the player is to travel to the first Bunker map. (This suggestion was made by JJ86 ages ago, and credit for it goes to him.) While I was trying to avoid it, this seems to be the only viable solution that doesn't lead to having triggers reset.
In my little quest for a solution I discovered something about the core campaign. There were plans to have events that occured after Brahmin Wood affect that map, however, these were nixed. I've known about this for some time, but figured that it was due to the game having been rushed to ship. The discovery was that "Nuke Triggers on Exit" is ticked/checked on the Brahmin Wood map, so it appears that the designers ran into the same hurdle that I did w/regenerating campaign variables.
The problem seems to be w/the "Always" condition, which -- as far as I can tell -- causes the trigger's actions to be executed every time the map is entered. So if you're looking at having a "multiple use" map (i.e. one that is entered several times) you will need to use a Campaign Variable (e.g. CVAR_M02_Mission_Complete) as the initializing condition. Otherwise you have to tick/check "Nuke Triggers on Exit". Er...unless you like presenting the player w/a world which he/she can't influence...
While this issue probably won't affect too many of my fellow Map Rats, I figured I'd toss it out so that in case you have any similar ideas you will know what the deal is.
Cheers,
OTB
The main problem w/starting the campaign in a bunker was that the triggers were resetting themselves every time the map was re-entered. Since the first map is the one where you initialize all of the campaign variables, this was a serious problem.
My first solution was to have a "dummy" bunker map that the player started on. The problem w/this solution was that the map was displayed on the World Map, even if I inserted a trigger to cover it and placed it outside of the map image boundaries. This was simply not acceptable. While "third party" and "amateur" are both terms that apply to my work, I'm simply not going to accept having it look that way.
What I finally broke down and did was to have a small map that the player starts on w/o any 'cruits and a single, unimportant objective to accomplish. This then opens the exit grid and the player is to travel to the first Bunker map. (This suggestion was made by JJ86 ages ago, and credit for it goes to him.) While I was trying to avoid it, this seems to be the only viable solution that doesn't lead to having triggers reset.
In my little quest for a solution I discovered something about the core campaign. There were plans to have events that occured after Brahmin Wood affect that map, however, these were nixed. I've known about this for some time, but figured that it was due to the game having been rushed to ship. The discovery was that "Nuke Triggers on Exit" is ticked/checked on the Brahmin Wood map, so it appears that the designers ran into the same hurdle that I did w/regenerating campaign variables.
The problem seems to be w/the "Always" condition, which -- as far as I can tell -- causes the trigger's actions to be executed every time the map is entered. So if you're looking at having a "multiple use" map (i.e. one that is entered several times) you will need to use a Campaign Variable (e.g. CVAR_M02_Mission_Complete) as the initializing condition. Otherwise you have to tick/check "Nuke Triggers on Exit". Er...unless you like presenting the player w/a world which he/she can't influence...
While this issue probably won't affect too many of my fellow Map Rats, I figured I'd toss it out so that in case you have any similar ideas you will know what the deal is.
Cheers,
OTB