Home   Help Search Login Register  

Author Topic: Optional addons requirements for missions  (Read 1040 times)

0 Members and 1 Guest are viewing this topic.

klavan

  • Guest
Optional addons requirements for missions
« on: 17 Jun 2006, 12:39:21 »
I was wondering about the possibility to give to the players the opportunity to have optional addons requirements for a mission, so i've started experimenting the thing.
The attachment below is a very tiny missionette already in .pbo format, where you can start a sandstorm by using your radio menu (hit 0-0-1). To see the results you need the NIM Dynamic Weather 1.6.
After pressing the keys combination ana error message will pop up, but after clicking the OK button  the sandstorm effect will start immediately.
Note that the mission sqm file is "clean" from any external addon requirement traces.
The scriptins is very basic, as the needed gamelogic for the sandstorm is created over a marker.

My question is: is there  away to get rid of the error message, or at least to remove the need for the player to click anything by scripting?
Or, if the answers are negative: do you think the compromise (error message remains, but a potentially more anjoyable mission with optional addons) may be acceptable? After all the issue could be advertised in the readme and the player can avoid the issue by avoiding to select such options in a dialog.
Just a thought.
Klavan

PS
I'm not sure if this is the right place where to post such question, I apologize in advance for the eventual error. 
   


[attachment deleted by admin]

Offline DeanosBeano

  • Addons Depot Staff
  • *****
  • SirDeanosbeano bstowed on me by sui ;)
    • Fraghaus
Re: Optional addons requirements for missions
« Reply #1 on: 17 Jun 2006, 16:37:44 »
you will always get the error afaik unless you have the code below in mission.sqs
in mp for me after i pressed ok there was no storm at all
Code: [Select]
addOns[]=
{
"nim_clouds"
};
addOnsAuto[]=
{
"NIM_Clouds"
};

also with sandstorm you dont need such finite position
Code: [Select]
_pos = getmarkerpos "marker"
_obj = "NIM_SandStorm3" CreateVehicle _pos
can be replaced with
Code: [Select]
_obj = "NIM_SandStorm3" CreateVehicle  [0,0,0]if i understand what you trying to do, you should try usin vektorbersons debug console,
I love ofp