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Posted: Tue Apr 04, 2006 6:28 pm
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.

Posted: Wed Apr 05, 2006 4:03 am
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?

Posted: Wed Apr 05, 2006 8:15 am
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?

Posted: Wed Apr 05, 2006 9:32 am
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.

Posted: Fri Apr 07, 2006 10:21 pm
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 :?

Posted: Sat Apr 08, 2006 2:56 am
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

Posted: Sun Apr 09, 2006 10:18 pm
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 :)

Posted: Mon Apr 10, 2006 4:13 am
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.

Posted: Tue Apr 11, 2006 3:21 am
by that guy
How would everyone feel about footprint sprites. It just looks a little silly walking around in snow without leaving a mark.

Posted: Tue Apr 11, 2006 4:14 am
by Smoke39
Shouldn't they be decals rather than sprites?

Posted: Tue Apr 11, 2006 4:25 am
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.

Posted: Tue Apr 11, 2006 6:14 am
by Smoke39
Sure, I could give it a shot.

Posted: Tue Apr 11, 2006 7:14 am
by Jonas
:shock:

Woah.

Posted: Fri Apr 14, 2006 6:32 pm
by that guy
NS_Spyware
NS_NewsScript
NS_FindDespot
NS_DestroyFountains
NS_DestroyTablets
NS_KillAthena
NS_KillBeefman

Posted: Sun Apr 16, 2006 9:41 am
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?