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Author Topic: awards  (Read 616 times)

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Offline Blanco

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awards
« on: 04 Mar 2004, 19:36:14 »
I don't know yet how it works, but before I start digging the forum, I need to know if it's possible to give awards at the end of a SP mission that's not a part of a campaign?

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Offline icarus_uk

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Re:awards
« Reply #1 on: 04 Mar 2004, 19:56:06 »
You can give people a score.

I wonder you could also make numerous debriefing screens, each one having a different picture of a medal on it, and then at the end of the mission, depending on the players score you show a different debrief.
« Last Edit: 04 Mar 2004, 19:56:21 by [icarus_uk] »

Offline Blanco

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Re:awards
« Reply #2 on: 04 Mar 2004, 20:18:50 »
OK, thx, that 's a way to it... :)

But is it possible to have only one #ending with different debriefings depending on that score?


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Fishion

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Re:awards
« Reply #3 on: 05 Mar 2004, 09:48:56 »
Quote
I wonder you could also make numerous debriefing screens, each one having a different picture of a medal on it, and then at the end of the mission, depending on the players score you show a different debrief.

Hiho,
1) it is possible to show a picture of a medal in the debrief.
2) you can check in mission whatever condition the player needs to meet
to get the medal. Does not have to be score only, but maybe also
that he was in a certain place during a certian time (attack maybe).

For example. I would like in my upcoming mission to give the player a
purple heart. (see also http://www2.powercom.net/~rokats/medals.html ...mostly intersting is the decorations part)
The purple heart can only be awarded by being wounded by enemy actions.
So all you have to do is to check in a cycle if the player is wounded some
time or another (in my case it will be in a cutscene so this isn't a problem).

But for the  Silver Star for example he'd have to say at the downed Blackhawk. So I have to check if he actually stays there and does not run away. You can do this via a script if he is more than a certain distance away,
during a certaintime period (after starting the script till ending it the code is
simple:
Code: [Select]
FSH_cond = true
#loop1
?(player distance FSH_UH_Wreck > 20):FSH_cond = false
~1
?(!FSH_end_cond):goto "loop1"
If at the end FSH_cond == true the player gets the medal (because he
stayed at the blackhawk during the attack, so another script checks this
and decides the end:
You'd also need a trigger which is set up like this:
Type: END 1 (or whatever has the medal in the debrief)
Condition: FSH_end == 1
Code: [Select]
?FSH_cond : FSH_end = 1
forceEnd

As soon as the last script runs, the mission will end and the player
will see the Medal in the Debrief.

Conclusion
I demonstrated, that OFP can award medals via a picture in the debrief.
I hope I also made it clear that OFP is much more flexible in awarding
medals then just based on an abstract concept which usually has nothing
to do with awarding medals in the real world.
Hope this helps. If a sample mission is needed just PM me.

Quote
But is it possible to have only one #ending with different debriefings depending on that score?

No and this is where the OFP limitation comes in: only 6 possible endings for
a mission.
But what you could also do, instead of a debrief from OFP show your own debrief
build with a dialogue. This is more work but way more flexible. See vectorbosons
Dialog tutorial (http://www.ofpec.com/editors/browse.php?browseon=&browsewhat=-1&catselected=-1_-1&catagory=-1&subcategory=-1_-1&numreturn=25&displayformat=0&ofpv=1&searchwhat=1&searchlevel=0&searchwhat=1&searchopts=&searchstring=Dialog)
You can use the option not to show the debriefing (i think placed in the description.ext)

-Fishion
« Last Edit: 05 Mar 2004, 09:54:26 by Fishion »