datapad objectives -1 reply

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darktemplar270486

I don't spend enough time here

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13th August 2002

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#1 16 years ago

Hey to all,

I'm making a map, but i would need to know how to make any objectives, i can't figure 'em out.

Could you please tell me how? Thnx




slink

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15th August 2002

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#2 16 years ago

Okay, this is a long process. First of all, open up Assets1.pk3 with PakScape. (Don't have it? Get it! You need it to package up your stuff in the end.) In the strip folder, find objectives.sp. Now. Copy objectives.sp to somewhere to keep. Open it up in wordpad. Now, there's a bunch of stuff in there but ONLY change the stuff in quotes. Don't change the ref names of the objectives or the number. Just change what the objectives say. So, "Engage Remnant troops in the area" could become "Balance a ball on your nose." Notice that there's one for English French and Spanish. If you would like to make your map multi-lingual, then... do it.

After you've edited objectives.sp, put it in a base/strip folder in the same sort of way it was in a strip folder in assets1.pk3. When you package your map into a .pk3, you'll want to put it into a strip folder there, too. Remember how the computer reads files: First, it looks in the pk3 for the individual mod/map it's using. Then, it looks in the base/ folder. Then, it looks in the assets directory. So, putting objectives.sp in a strip folder in base/ is good for temporary debugging.

Now, to make your objectives actually show up in the datapad, it's just a simple matter of scripting. If you don't know anything about scripting, you'll have to learn it without me, I'm just going to give you the basic gist of the necessary script here:

First, you'll want to know the ref name of the objective you want to mess with. In this example, I'll use KEJIM_POST_OBJ1, since it's the first ref name in objectives.sp. I've changed it to "Escape from Old Forest Mine" at the beginning of Tainted Glory, and I will want this to show up at the end of my cinematic and cause the datapad to blink. Luckily, this is done with exactly one Set() command!

Set(SET_OBJECTIVE_SHOW,)

The only thing is that we have to be affecting the player when this script is run, so...

Affect(kyle,FLUSH) { Set(SET_OBJECTIVE_SHOW,KEJIM_POST_OBJ1) }

removing objectives and showing objectives as finished are done very much in the same way, except using SET_OBJECTIVE_HIDE and SET_OBJECTIVE_SUCCEEDED instead. I suggest that if you don't understand the stuff about scripting, you read the ICARUS manual and check out the target_scriptrunner entity.

Hope this helps!

-Slinky




darktemplar270486

I don't spend enough time here

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13th August 2002

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#3 16 years ago

Thanks Slink! I'll how i manage! Cath ya later