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How, oh how, do we make our missions invisible? http://45.55.195.193/viewtopic.php?f=73&t=20928 |
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Author: | Roast Veg [ Tue Dec 28, 2010 12:36 am ] |
Post subject: | How, oh how, do we make our missions invisible? |
Us modders all know we can make our scenes invisible using: Code: InCampaignStage = 0 |
Author: | mail2345 [ Tue Dec 28, 2010 12:40 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Get an area that doesn't actually exist? |
Author: | Roast Veg [ Tue Dec 28, 2010 12:45 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
But then it still shows up in scenario. I get what you mean, but it just shows up with no scenes to play with. No, I want to make it totally unknown to the player that the script even exists. |
Author: | mail2345 [ Tue Dec 28, 2010 12:55 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Have another mission call said invisible mission. |
Author: | Roast Veg [ Tue Dec 28, 2010 12:58 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
You'll have to elaborate further on that, I don't understand what you mean. |
Author: | mail2345 [ Tue Dec 28, 2010 1:55 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Err wait, nevermind that post. But what is this for? |
Author: | Roast Veg [ Tue Dec 28, 2010 1:59 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Converting unmapped lands to B24. It uses so many scripts the player isn't meant to see and they clutter the scenario window like nobody's business. |
Author: | Roast Veg [ Tue Dec 28, 2010 2:31 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Probably the latter. Also Unmapped lands wouldn't be able to switch between scenes if you did that. |
Author: | mail2345 [ Tue Dec 28, 2010 3:02 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Solution A: Stuff all the scene scripts into different functions. Stuff these functions into one hellishly massive script file that reads the config, and decides which function to run. I assume that StartActivity can take a third argument of a scene. Main issue besides ugliness is that besides the metascreen itself, you would have to hardcode areas. |
Author: | Grif [ Tue Dec 28, 2010 3:58 am ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
from what I'm getting here...you need to be doing dofile, and you need to pull some startactivity shenanigans. |
Author: | Roast Veg [ Wed Dec 29, 2010 4:42 pm ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Well, it looks like Unmapped Lands isn't going to work for B24 then. |
Author: | findude [ Wed Dec 29, 2010 5:41 pm ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Use file IO to write more includes into the definition ini, will probably require a restart, but should work. |
Author: | TheLastBanana [ Wed Dec 29, 2010 9:19 pm ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
What you could do is make all your scenes use the same activity. The StartActivity function for that activity will check SceneMan.Scene.PresetName to determine what the current scene is. From there, it loads the correct UpdateActivity and EndActivity functions by using dofile. It should work just fine. |
Author: | Roast Veg [ Wed Dec 29, 2010 9:22 pm ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
Ah-ha! Thank you TLB, you are a genius! Further tinkering is required, it would seem. |
Author: | TheLastBanana [ Wed Dec 29, 2010 9:30 pm ] |
Post subject: | Re: How, oh how, do we make our missions invisible? |
You might also want to define a separate function for starting the mission, which you can call in the mission starting code after replacing the functions using dofile. If you don't, then the start function for all the missions won't run. |
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