Coding

Stare in awe at the fascinating machinations of the TNM team during the last two years of production, this was our private forum.

Moderator: TNM Team

Post Reply
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Post by Jonas »

I understand. What follows is a list of map which will have missions with bonus checks. The two flags given are the flag that identifies that the player has the mission in question and the flag which is set when the player talks to the quest-giver and officially completes the mission. I have made an attempt at a chronological order:

20_WCHQ01, 20_WCHQ02, 20_WCHQ03, and 20_WCHQ04 (planting some spyware):
QR_MAIN_WCSpyware=TRUE
QR_MAIN_ShadowCode=FALSE

20_DXO, 20_PDXHQ01, and 20_PDXHQ02 (stealing the news script):
QR_MAIN_GetNewsscript=TRUE
QR_MAIN_KillPhas=FALSE

20_GoatCity (destroying the melk fountains):
QR_CULT_DrainTheMelk=TRUE
Beefman_LastQuestDone=FALSE

20_LlamaTemple (destroying the tablets):
QR_CULT_DestroyTheTablets=TRUE
DT_LastQuestDone=FALSE

22_GoatCity and 22_GoatTemplae (killing Athena):
QR_CULT_KillAthena=TRUE
Beefman_LastQuestDone=FALSE (that's not a mistake, it expires in mission 21)

22_LlamaTemple (killing Beefman):
QR_CULT_KillBeefman=TRUE
DT_LastQuestDone=FALSE

We need to discuss how we should handle the reward for the ABI levels, as those progress rather linearly and we may not want to give bonuses for each of them.

Hope that helps.
Last edited by Jonas on Sun Apr 16, 2006 10:04 am, edited 1 time in total.
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

yeah that's what I mean.

could you specify some flag names for what flag I should set when the player is detected during each of those missions.

currently all of the awards are given when the player enters certain maps. IMO this doesn't make a lot of sense. I say we should give the awards when the missions are completed, which I'm guessing will often be in conversations. your thoughts?
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Post by Jonas »

Put the award functions in Timer, make them give the reward when the second flag in each mission is set (that is, when the player has confirmed the completion of all objectives). Which flags do you need to set per mission? Why not just make them up yourself, will anybody but you ever need to use them?
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

The problem with the method you suggest is that I would then have to have an additional flag which says whether or not I've already given the awards. I think we may have that flag but we shouldn't be using flags unecessarily and the conversations would be garunteed to play only once.

If we use the method you suggest, only I need to know the names of the flags.
If we use the method I suggest you need to know the names of the flags as well.
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Post by Jonas »

Error: D:\DeusEx\TNM\Classes\tnmMission20.uc(429) : Error, Bad or missing expression after '>='

Fix it.

BTW, I added a function to tnmMission20and22.uc that will turn all actors tagged "DXAGuard" hostile if ALLIED_WC=TRUE. While I was there, I removed the functions that spawned firewalls in the same case, as the firewalls are no longer present in that map.

I've uploaded it here.

I would've tested if it can compile, but I overwrote my old tnmMission20.uc with your new one which won't compile :?
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

I compiled it before I sent it so you probably just don't have the latest tnmmissionscript.uc

I'll merge in your changes
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Post by Jonas »

Hey Shane, I got two questions for you:

Firstly, can you fix this, please?
Error: D:\DeusEx\TNM\Classes\TNMOggMusicManager.uc(24) : Error, Call to 'Log': Bad ';' or missing ')'
Secondly, do you know what could've caused this error?
ScriptWarning: WeaponLaser 20_WCFloor2.WeaponLaser0 (Function TNMItems.WeaponLaser.Tick:0062) Accessed None
While I was fighting some pistol-toting guards, the game suddenly locked up (although the umx music kept playing) and I had to restart my computer. The log showed that warning about a million times.

Hope you can help :)
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

I don't have that script with the log code in it but basically your log commands should look like

Log("somestring");

so make sure it does.

As for the laser bug, basically its trying to access the laser emmiter when it doesn't exist. I'm not sure how it's possible for the laser emmiter to not exist but I'll add some checks to make sure it does and that shouold sort out the problem.
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

How would everyone feel about footprint sprites. It just looks a little silly walking around in snow without leaving a mark.
User avatar
Smoke39
The Nameless Mod
The Nameless Mod
Posts: 69
Joined: Mon Oct 17, 2005 6:09 pm

Post by Smoke39 »

Shouldn't they be decals rather than sprites?
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

sorry yes they should. I actually thought this was the sort of thing you'd be interested in if you want to take it on.
User avatar
Smoke39
The Nameless Mod
The Nameless Mod
Posts: 69
Joined: Mon Oct 17, 2005 6:09 pm

Post by Smoke39 »

Sure, I could give it a shot.
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Post by Jonas »

:shock:

Woah.
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

NS_Spyware
NS_NewsScript
NS_FindDespot
NS_DestroyFountains
NS_DestroyTablets
NS_KillAthena
NS_KillBeefman
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

previous post no longer valid. Jonas please modify the details in your post as discussed and put it in the first post of the thread. Also should the same flags etc apply to the other awards?

also are these the only missions for which you can get the stealth award?
Post Reply