Cardia on 29/12/2013 at 20:11
Hi there i wonder if is it possible to create a mission withouth savegames. i´m building a short mission but would like to have it withouth quick and savegames.
darthsLair on 29/12/2013 at 21:58
Quote Posted by cardia1
Hi there i wonder if is it possible to create a mission withouth savegames. i´m building a short mission but would like to have it withouth quick and savegames.
The gui screens can be altered along with the Dark.cfg which can be included in the zip, but altering the Dark.bnd file does no good, and if it is altered in any way, the binds return to default. The player can still go to options, and reset their controls. This would be inconvenient.
Someone else may have a proven way, but it would probably take a special script similar to TrapKillEvents with additional binary strings. Maybe Kdau could find a way of making a script to do it
(
http://dromed.whoopdedo.org/tnhscript/trapkillevents) http://dromed.whoopdedo.org/tnhscript/trapkillevents
Cardia on 29/12/2013 at 22:26
Thanks Rod, guess i´l have to change the gameplay for my upcoming mission . The idea was to synchronize the music with the gameplay events, saving at some point of the game and load it will make the music play from the start while the events around will not combine well with the music progressive steps.
R Soul on 29/12/2013 at 22:44
Try using schemas that are made up of a number of short wav files. In the hierarchy created some new archetypes (inheriting from Marker or AmbientSound) with a Tweq > Delete property (Rate: 1000, DeleteSate: On). On each one add an Ambient Hacked property with a suitable schema, and the Environmental flag.
During the game, certain events can send stims to the player. On the Garrett archetype, add receptrons that create each of the new ambient objects. The Tweq Delete properties ensure they don't re-trigger old schemas if the player returns to the area later on.
ZylonBane on 29/12/2013 at 22:49
Every few years someone starts a thread asking if they can prevent players from saving.
Those people aren't heard from again.
Yandros on 30/12/2013 at 01:00
You can prevent players from loading a save, I did it on the Iron Man difficulty in The Summit. Basically there was a "Don't load a save game" objective which is failed if they do so.
That being said, I wouldn't recommend such a brute force solution to your problem. It sounds like you're using one long ambient for the whole mission. Instead, you could break it into smaller pieces and change it often based on the player's progress.
Cardia on 30/12/2013 at 09:56
Quote Posted by Yandros
You can prevent players from loading a save, I did it on the Iron Man difficulty in The Summit. Basically there was a "Don't load a save game" objective which is failed if they do so.
That being said, I wouldn't recommend such a brute force solution to your problem. It sounds like you're using one long ambient for the whole mission. Instead, you could break it into smaller pieces and change it often based on the player's progress.
How can i set a goal like "Don´t load a save game"?
Yandros on 30/12/2013 at 14:34
I only figured it out then with help from NV as I recall. Go look at the setup in The Summit to be sure, but I think it required an emitter set to emit one arrow, in a blueroom, aimed at something which incremented a QVar each time it was hit. The emitter actually fires once on mission start and every game load, so if the QVar > 1 then they have reloaded and you can fail the objective.
R Soul on 30/12/2013 at 14:54
I'm torn between trying to solve a technical challenge and not encouraging someone to annoy the player.
You can also use the NVRelayTrap script to increment the QVar. Design note: NVRelayTrapOn="BeginScript". However, like Yandros I advise against it. It's okay for an 'Iron Man' mode since players can choose it, but if you just take away the reload ability a lot of players would move on to another FM.
fibanocci on 30/12/2013 at 15:06
A mission like that has to be absolutly perfect. No bugs allowed in any way.
Don't do it. ;)