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Author Topic: Game events affecting outro  (Read 771 times)

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Gooner861

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Game events affecting outro
« on: 18 Nov 2004, 19:03:54 »
Ok here it is,

I'm making a new mission blah blah ok, but what i wanna try and do is have a load of different outro's for different cicumstances, say for example you take the base but you dnt capture a general. So an outro will play showing ur guys in the base etc, but it will show the general hiding away somwhere planning another attack.

So if u play again, say you dnt take the base but do manage to kill the general than an outro will play showing ur troops retreating or woteva but than a dead general which will obviously help the good guys.

There would be so many different scenarios and wud make the mission so re-playable. I know it can be done, it will take ages, but i just need to know how wud u activate all the different intro's for all the different scenario's.

Say for example how wud i activate an outro, with the scenario of say u destroy ur target, a scud but ur squad member / friend is killed?

Note, the following is a load of bull:

[NOT alive scud; NOT alive guy] exec"outro10"

Surely it cudn't be that simple....... or cud it.

Soz if that was a load of jibberish, just an idea that came up.

Cheers for any feedback

Gooner

Offline Planck

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Re:Game events affecting outro
« Reply #1 on: 18 Nov 2004, 20:38:48 »
Maybe more like:


? !(alive scud) && !(alive guy) : [] exec "outro10.sqs"

or even

? !(alive scud) || !(alive guy) : [] exec "outro121.sqs"

or

? !(alive scud) && (alive guy) : [] exec "outro17.sqs"

or

? (alive scud) && !(alive guy) : [] exec "outro4.sqs"

or

? !(alive scud) || (alive guy) : [] exec "outro99.sqs"

or

? (alive scud) || !(alive guy) : [] exec "outro7.sqs"


Thats a lot of 'ors"



Planck
« Last Edit: 18 Nov 2004, 20:39:40 by Planck »
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Offline General Barron

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Re:Game events affecting outro
« Reply #2 on: 18 Nov 2004, 21:13:44 »
If you are talking about the actual "outro" that is played after the mission ends, then I believe I heard you can use the "savevariable" command to transfer info between the mission and the outro. Never used the command myself though, so you'd have to check the com ref.
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Gooner861

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Re:Game events affecting outro
« Reply #3 on: 18 Nov 2004, 21:21:18 »
Just been thinking and sumthing really simple, u can only have two outro's cant u  ;D , damn so that means i cnt have a whole range of different outro's, i can only have two.  :-\

Offline Triggerhappy

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Re:Game events affecting outro
« Reply #4 on: 19 Nov 2004, 01:14:06 »
not true, your outro scripts can use the createunit command and others like it to put people where you want them based on variables obtained through the mission with the savevariable command that general spoke of, or maybe since it is all in the same mission, and i think savevariable is used for campaigns, you could just use global varible passed from triggers or scripts. then using a script that checks for these conditions, call whichever script suits those variables. but that is a crapload of scripting for you