scarykitties on 20/7/2011 at 15:06
I would search for these, though I'm not quite sure how to word it to bring up a good hit...
1. With simple objectives such as reaching a certain loot amount or stealing a certain item, can I trust the game to set those objectives to "completed" once that has happened, or do I still need to rely on QVars to tell it manually?
2. I keep hearing that you should not have more than one "Final" objective. Why? What if I want there to be two optional exits to the level, either of which ends the game although it doesn't matter which you take? Wouldn't that warrant more than one Final objective?
3. I was using TOW 1.2 Is there a newer version that can do more advanced stuff or allow me to organize my objectives better?
intruder on 20/7/2011 at 15:27
Quote Posted by scarykitties
1. With simple objectives such as reaching a certain loot amount or stealing a certain item, can I trust the game to set those objectives to "completed" once that has happened, or do I still need to rely on QVars to tell it manually?
No additional QVars are required for such objectives.
Quote Posted by scarykitties
3. I was using TOW 1.2 Is there a newer version that can do more advanced stuff or allow me to organize my objectives better?
IIRC the latest version is 1.02
scarykitties on 20/7/2011 at 15:48
Quote Posted by intruder
No additional QVars are required for such objectives.
Odd... Then why, when testing in Dromed, do getting enough loot and stealing objectives not tick those objectives as completed? Does it only work when run through DarkLoader?
R Soul on 20/7/2011 at 16:03
Have you loaded convict.osm and added the VictoryCheck script to your starting point?
scarykitties on 20/7/2011 at 16:47
Quote Posted by R Soul
Have you loaded convict.osm and added the VictoryCheck script to your starting point?
The former yes, the latter no.
Teehee... Silly me. Thanks!
Any word on that final objective?
intruder on 20/7/2011 at 17:09
Having more than one final objective should not be a problem as long as they are not visible/active at the same time. Otherwise Thief can't decide which of the final objectives is complete.
EDIT
If you want to have two exit-points (or 3, 4 etc..) you don't need more than one goal.
Create a "go to room X" goal and set it to final. Use the same room archetype for all the exits. Now it doesn't matter which exit the player will use as all complete the same (final) objective and it is still up to the player which exit to take :)
scarykitties on 20/7/2011 at 18:08
I trust that using a BoundsTrigger will suffice rather than a room brush to trigger a final objective?
Also, I assume that I can use a QuestVarTrigger trap to, say, have Garrett say a final quip once he has completed the mission, right?
Ricebug on 20/7/2011 at 19:11
I'd use Bounds Triggers sparingly if I was you, especially for objectives. I ignored the advice of those wiser than me and paid for it during beta testing. I always had some AI triggering the BT, or, they wouldn't work at all.
You can set up Garrett to say a line by merely linking the QVAR or object to a VOTrap. There are quite a few FMs that have used, "Time to make my exit" when all was done.
intruder on 20/7/2011 at 20:25
Quote Posted by scarykitties
I trust that using a BoundsTrigger will suffice rather than a room brush to trigger a final objective?
As Ricebug said, BT are very unreliable. While working on "A Night's Profit", I was using some BT to trigger some of Garrett's comments. After loading the mission the next day after, they stopped working for no apparent reason and I had to rework the setup.
Quote Posted by scarykitties
Also, I assume that I can use a QuestVarTrigger trap to, say, have Garrett say a final quip once he has completed the mission, right?
Yes, but don't forget about the timing.
If you trigger the VOTrap once the goal has been completed, you either won't hear the comment or the "goal-complete"-sound, as only one VO can be played.
In this case, you should use the following setup:
room -> cd -> Garrett's comment
room -> cd -> relay trap (Scripts: TrapTimedRelay, Timing: lenght of Garrett's comment + 1000)
relay trap -> cd -> qvar trap
This will make sure that you're first going hearing Garrett and then the mission/goal-complete sound.
scarykitties on 20/7/2011 at 21:49
Thanks for all the advice. What should I use instead of a boundstrigger to trigger an end? Problem with a concrete brush is that the end area is within a large room and nestling room brushes often causes problems in my experience.