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Showing Missions on World Map

Posted: Fri Feb 28, 2003 10:53 pm
by PaladinHeart
I tried to have the mission "uncovered" with the trigger but it doesn't show up when the condition is met. Where do I determine that mission_name_B01 is bunker01.mis?

There is a way to determine that mission_name_B01 shows up as Town Name in the campaign editor (with the missions text file). But I don't know how to tie mission_name_B01 with the actual mission's name. How do I do this?

Alternatively, is it a problem with my trigger? Do I have to mark the map as "visited"?

I got it

Posted: Fri Feb 28, 2003 11:14 pm
by PaladinHeart
I figured out that I had an entity messed up in my trigger. This was causing the area not to show up. Another problem is the "Uncover" Only uncovers the map such that the player can discover it.

I always liked the way maps were originally done in the fallout games. This will be quite a useful find.

Although I still don't know how to tie mission_name_B01 with the actual mission's file name.

Is it just that mission_name_MX and mission_name_BX always correspond to missionx.mis and bunkerx.mis respectively?

Re: Showing Missions on World Map

Posted: Fri Feb 28, 2003 11:18 pm
by requiem_for_a_starfury
[TBC]-PaladinHeart wrote:I tried to have the mission "uncovered" with the trigger but it doesn't show up when the condition is met. Where do I determine that mission_name_B01 is bunker01.mis?
In the campaign.txt file I think, where it says Core Mission Definitions and Bunker Mission Definitions.

"Format is path;name;radius;state;isBunker"

"state can be covered visited uncovered"

"campaigns/missions/core/bunker01.mis;mission_name_B01;25;covered;true".

Re: Showing Missions on World Map

Posted: Sat Mar 01, 2003 12:07 am
by OnTheBounce
requiem_for_a_starfury wrote:In the campaign.txt file I think, where it says Core Mission Definitions and Bunker Mission Definitions.
Remember that when you enter the mission you want uncovered in the Action field it has to be done according to the "mission name", so if the mission file were named "mission01.mis" and you listed it as "mission_name_01" in the campaign text file you have to enter "mission_name_01" in the relevant field.

The Action that gets a mission to display along w/its name on the World Map is "Open Mission" (which also uses the "mission_name"). This will also let the player read the Mission Briefing on the General's Interface Screen while in a Bunker. (That screen, incidentally, is why you can't give a player a list of Objectives to accomplish while in a Bunker.)

Then, when the player has completed the mission, use the Action "Mission Complete" along w/"mission_name" to close out the briefing in the General's screen, and also to turn the mission's location gray on the World Map. If you for some reason want the player to still be able to read the Mission Briefing for a mission you will have to forego this trigger. (I'm considering doing this since the first mission briefing is the campaign's intro. Alternately I will include a HoloDisc somewhere so that the player can re-read the intro if he/she so desires.)

Cheers,

OTB

Complicated

Posted: Sat Mar 01, 2003 1:34 am
by PaladinHeart
Sounds rather complicated. Its a good thing im doing an RPG rather than a complicated and well-balanced strategic campaign with squads :)

(that also lets me get away with no recruit pool, not to mention many other various things)

But that's not to say I won't be implementing these things in other ways. I always like to make full use of a game's editing tools in order to outweigh its shortcomings. For example I made a few lode runner maps some years back that required you to use the pick to make a pathway across gaps.

Re: Complicated

Posted: Sat Mar 01, 2003 2:10 am
by requiem_for_a_starfury
[TBC]-PaladinHeart wrote:Sounds rather complicated. Its a good thing im doing an RPG rather than a complicated and well-balanced strategic campaign with squads :)

(that also lets me get away with no recruit pool, not to mention many other various things)
I would have thought that using the FOT editor to create an RPG would be more complicated than making the squad based tactical combat game that it was intended for. : )
[TBC]-PaladinHeart wrote:But that's not to say I won't be implementing these things in other ways. I always like to make full use of a game's editing tools in order to outweigh its shortcomings. For example I made a few lode runner maps some years back that required you to use the pick to make a pathway across gaps.
Lode Runner??????

Lode Runner

Posted: Sat Mar 01, 2003 7:08 am
by PaladinHeart
Never played Lode Runner?

I like all sorts of puzzle games.

Re: Lode Runner

Posted: Sat Mar 01, 2003 10:42 am
by requiem_for_a_starfury
[TBC]-PaladinHeart wrote:Never played Lode Runner?

I like all sorts of puzzle games.
Never even heard of it.

Lode Runner

Posted: Sat Mar 01, 2003 2:48 pm
by PaladinHeart
That's odd, especially considering there is an old Lode Runner, another one made by Sierra some years ago (best one) and later some 3D Lode Runner games. I never really tried many other than the remake done by Sierra. You could make your own levels and stuff. It had a very easy to work with editor.

Re: Lode Runner

Posted: Sat Mar 01, 2003 3:17 pm
by requiem_for_a_starfury
[TBC]-PaladinHeart wrote:That's odd, especially considering there is an old Lode Runner, another one made by Sierra some years ago (best one) and later some 3D Lode Runner games. I never really tried many other than the remake done by Sierra. You could make your own levels and stuff. It had a very easy to work with editor.
Just had a look at Retro Remakes, it kind of looks familiar but then again that can be said about alot of games from that era. But the title doesn't ring any bells.