Yandros on 4/1/2014 at 02:54
Quote Posted by LarryG
Again, like Yandros and R Soul, I would strongly urge you not to do this. It is not good gameplay.
It's only not good gameplay if it's not clearly stated to the player, and/or isn't used for a good reason. In The Summit, it was an explicitly Iron Man difficulty level and it fit the theme of the mission. It's hard to say if it's bad or good for Pedro's mission without knowing more about the mission itself. My main point was, don't do it this way if you can achieve the same solution a less unforgiving way (e.g. chopping the musics into smaller pieces).
LarryG on 4/1/2014 at 03:38
Yeah, it's all opinion.
For me, an ironman objective is unnecessary. That's a case where the player already knows without a doubt if they managed it.
A ghosting objective is a little more reasonable to implement, as there can be questions in a player's mind whether or not they succeeded. It's not always obvious if you alerted an AI, especially if you just duck around a corner, or drop into a hole and can't hang around to see what the AI does next.
I believe that most players will avoid missions that force ironman. And those that like the challenge of ironman can do it without the objective. So, IMHO, it is not good gameplay for most of the fan base.
mxleader on 4/1/2014 at 04:05
Why would anyone make a mission without savegames? :nono: My skin itches just thinking about the horrors of no savegames! That being said I'd still play the mission once....
Cardia on 4/1/2014 at 12:43
Quote Posted by mxleader
Why would anyone make a mission without savegames? :nono: My skin itches just thinking about the horrors of no savegames! That being said I'd still play the mission once....
I´m making a mission that should last 6 minutes (music lengh) and the player has to be able to complete all goals within that time.
darthsLair on 4/1/2014 at 13:48
Quote Posted by cardia1
I´m making a mission that should last 6 minutes (music lengh) and the player has to be able to complete all goals within that time.
The other way to do this is: NVRelayTrapDelay=360000 cd linked to a qvartrap: =3:goal_state_x If the goals are accomplished within that time period. Saves would still be acceptable so the player won't have to to start from the beginning over and over. You could extend this time a little as needed depending on the difficulty level. Edited: The music doesn't continue progressively as the game is reloaded. Have to find another way.
For the goal use a notype, Incomplete. 3 RequireAll Traps,(difficulty destroy) one for each difficulty. Use QuestVarTriggers cd linked to each RequireAll Trap for each of the goals needed to win the mission. Once the player has reached the exit point,use qvartrap: =1:goal_state_x to satisfy the Timed Goal. The exit roombrush can be activated by adding a cdlink,once all of the other goals have been completed,thereby preparing the exit for the win.
The story should necessitate the required time needed to win the mission. Like a do or die situation.
Yandros on 4/1/2014 at 15:12
Quote Posted by darthsLair
The music should continue progressively as the game is reloaded if it only had one trigger at game start.
I don't think it does, unfortunately, which is the main reason Pedro started this thread int eh first place. He wants to prevent that from happening.
darthsLair on 4/1/2014 at 15:32
Quote Posted by Yandros
I don't think it does, unfortunately, which is the main reason Pedro started this thread int eh first place. He wants to prevent that from happening.
Yep, hmmm, should be another way to fool ole drommy into believing something else then. :cheeky:
So, hard coded scripting controls the music to restart with each reload? I wonder if there is a script idea someone could use to prevent this? Same with the ai>conversations. Lgs did this so the player wouldn't miss an important detail of info that might be essential to win the game.
R Soul had this idea, which seems to be the best:
Quote Posted by R Soul
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.
mxleader on 4/1/2014 at 15:37
Quote Posted by cardia1
I´m making a mission that should last 6 minutes (music lengh) and the player has to be able to complete all goals within that time.
That actually sounds fun! Kind of like reading flash fiction in a way.
Cardia on 4/1/2014 at 21:50
Quote Posted by mxleader
That actually sounds fun! Kind of like reading flash fiction in a way.
Do you know where can i find a Turmoil, spiral effect?
darthsLair on 5/1/2014 at 01:17
Quote Posted by cardia1
Do you know where can i find a Turmoil, spiral effect?
Looking thru the dedx sfx, it is not in there, at least not named Turmoil. There may be some sfx demos made that may have that in there.