Coding
Moderator: TNM Team
I understand. What follows is a list of map which will have missions with bonus checks. The two flags given are the flag that identifies that the player has the mission in question and the flag which is set when the player talks to the quest-giver and officially completes the mission. I have made an attempt at a chronological order:
20_WCHQ01, 20_WCHQ02, 20_WCHQ03, and 20_WCHQ04 (planting some spyware):
QR_MAIN_WCSpyware=TRUE
QR_MAIN_ShadowCode=FALSE
20_DXO, 20_PDXHQ01, and 20_PDXHQ02 (stealing the news script):
QR_MAIN_GetNewsscript=TRUE
QR_MAIN_KillPhas=FALSE
20_GoatCity (destroying the melk fountains):
QR_CULT_DrainTheMelk=TRUE
Beefman_LastQuestDone=FALSE
20_LlamaTemple (destroying the tablets):
QR_CULT_DestroyTheTablets=TRUE
DT_LastQuestDone=FALSE
22_GoatCity and 22_GoatTemplae (killing Athena):
QR_CULT_KillAthena=TRUE
Beefman_LastQuestDone=FALSE (that's not a mistake, it expires in mission 21)
22_LlamaTemple (killing Beefman):
QR_CULT_KillBeefman=TRUE
DT_LastQuestDone=FALSE
We need to discuss how we should handle the reward for the ABI levels, as those progress rather linearly and we may not want to give bonuses for each of them.
Hope that helps.
20_WCHQ01, 20_WCHQ02, 20_WCHQ03, and 20_WCHQ04 (planting some spyware):
QR_MAIN_WCSpyware=TRUE
QR_MAIN_ShadowCode=FALSE
20_DXO, 20_PDXHQ01, and 20_PDXHQ02 (stealing the news script):
QR_MAIN_GetNewsscript=TRUE
QR_MAIN_KillPhas=FALSE
20_GoatCity (destroying the melk fountains):
QR_CULT_DrainTheMelk=TRUE
Beefman_LastQuestDone=FALSE
20_LlamaTemple (destroying the tablets):
QR_CULT_DestroyTheTablets=TRUE
DT_LastQuestDone=FALSE
22_GoatCity and 22_GoatTemplae (killing Athena):
QR_CULT_KillAthena=TRUE
Beefman_LastQuestDone=FALSE (that's not a mistake, it expires in mission 21)
22_LlamaTemple (killing Beefman):
QR_CULT_KillBeefman=TRUE
DT_LastQuestDone=FALSE
We need to discuss how we should handle the reward for the ABI levels, as those progress rather linearly and we may not want to give bonuses for each of them.
Hope that helps.
Last edited by Jonas on Sun Apr 16, 2006 10:04 am, edited 1 time in total.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
-
- The Nameless Mod
- Posts: 1312
- Joined: Mon Apr 26, 2004 1:54 am
- Location: Perth, Western Australia
yeah that's what I mean.
could you specify some flag names for what flag I should set when the player is detected during each of those missions.
currently all of the awards are given when the player enters certain maps. IMO this doesn't make a lot of sense. I say we should give the awards when the missions are completed, which I'm guessing will often be in conversations. your thoughts?
could you specify some flag names for what flag I should set when the player is detected during each of those missions.
currently all of the awards are given when the player enters certain maps. IMO this doesn't make a lot of sense. I say we should give the awards when the missions are completed, which I'm guessing will often be in conversations. your thoughts?
Put the award functions in Timer, make them give the reward when the second flag in each mission is set (that is, when the player has confirmed the completion of all objectives). Which flags do you need to set per mission? Why not just make them up yourself, will anybody but you ever need to use them?
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
-
- The Nameless Mod
- Posts: 1312
- Joined: Mon Apr 26, 2004 1:54 am
- Location: Perth, Western Australia
The problem with the method you suggest is that I would then have to have an additional flag which says whether or not I've already given the awards. I think we may have that flag but we shouldn't be using flags unecessarily and the conversations would be garunteed to play only once.
If we use the method you suggest, only I need to know the names of the flags.
If we use the method I suggest you need to know the names of the flags as well.
If we use the method you suggest, only I need to know the names of the flags.
If we use the method I suggest you need to know the names of the flags as well.
Error: D:\DeusEx\TNM\Classes\tnmMission20.uc(429) : Error, Bad or missing expression after '>='
Fix it.
BTW, I added a function to tnmMission20and22.uc that will turn all actors tagged "DXAGuard" hostile if ALLIED_WC=TRUE. While I was there, I removed the functions that spawned firewalls in the same case, as the firewalls are no longer present in that map.
I've uploaded it here.
I would've tested if it can compile, but I overwrote my old tnmMission20.uc with your new one which won't compile
Fix it.
BTW, I added a function to tnmMission20and22.uc that will turn all actors tagged "DXAGuard" hostile if ALLIED_WC=TRUE. While I was there, I removed the functions that spawned firewalls in the same case, as the firewalls are no longer present in that map.
I've uploaded it here.
I would've tested if it can compile, but I overwrote my old tnmMission20.uc with your new one which won't compile
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Hey Shane, I got two questions for you:
Firstly, can you fix this, please?
Hope you can help
Firstly, can you fix this, please?
Secondly, do you know what could've caused this error?Error: D:\DeusEx\TNM\Classes\TNMOggMusicManager.uc(24) : Error, Call to 'Log': Bad ';' or missing ')'
While I was fighting some pistol-toting guards, the game suddenly locked up (although the umx music kept playing) and I had to restart my computer. The log showed that warning about a million times.ScriptWarning: WeaponLaser 20_WCFloor2.WeaponLaser0 (Function TNMItems.WeaponLaser.Tick:0062) Accessed None
Hope you can help
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
-
- The Nameless Mod
- Posts: 1312
- Joined: Mon Apr 26, 2004 1:54 am
- Location: Perth, Western Australia
I don't have that script with the log code in it but basically your log commands should look like
Log("somestring");
so make sure it does.
As for the laser bug, basically its trying to access the laser emmiter when it doesn't exist. I'm not sure how it's possible for the laser emmiter to not exist but I'll add some checks to make sure it does and that shouold sort out the problem.
Log("somestring");
so make sure it does.
As for the laser bug, basically its trying to access the laser emmiter when it doesn't exist. I'm not sure how it's possible for the laser emmiter to not exist but I'll add some checks to make sure it does and that shouold sort out the problem.
Woah.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine