massimilianogoi on 20/4/2008 at 20:29
Quote Posted by Judith
And the conv queue script is wrong as well:
:rolleyes:
Before opening this thread, I've already tried this chance, but no results..
massimilianogoi on 20/4/2008 at 22:51
Quote Posted by Ziemanskye
I don't think you need the "Set goal.... to Pending" script action either.
I've never used it - just starting the conversation is enough to set all the goals up - you just use the set to pending when you need to change Objectives during a mission: cancel this one, pend that one kind of things.
That's probably not what's messing things up though.
Personally, I'd not use A1Objectives at all - it might be fussy about names, but I'm not sure, it's just the kind of thing I'm paranoid about with this engine - I've always set these things to match the unr name (you can ignore numbers, I guess, since Castle works rather than needing Castle1 for the OMs). Remember to change it in the LevelInfo conversation package too.
I've done anything of this... NOTHING! :(
Anyway I forgot to say that also when I'm loading the OM maps the objectives doesn't pop up! :erg:
Ziemanskye on 21/4/2008 at 18:59
I think, at this point, I'm all out of ideas.
Not that I had many to start with, but the fabled Wipe/Reinstall is pretty much the only trick I have left to suggest, and I suspect that wouldn't help in any fashion.
Can you just play the game and get objectives? I mean completely seperate from the editor, just play a level and know what you're doing (and have it register properly) or are such things just ~gone~?
massimilianogoi on 22/4/2008 at 03:12
Quote Posted by Ziemanskye
I think, at this point, I'm all out of ideas.
Not that I had many to start with, but the fabled Wipe/Reinstall is pretty much the only trick I have left to suggest, and I suspect that wouldn't help in any fashion.
Can you just play the game and get objectives? I mean completely seperate from the editor, just play a level and know what you're doing (and have it register properly) or are such things just ~gone~?
Well, I've done a quite experimental research tonight, after reinstalling all, and it seems, unfortunately, that the objectives are BAKED into SchemaMetafile_HardDrive.csc as simple conversations...
Ziem, when you published "Impurities in the mix" you've had to compile by your own the csc??
massimilianogoi on 22/4/2008 at 05:59
Changing the name of a ConversationPackage in the LevelInfo of a OM map with the one of another OM map, I've seen that the objectives doesn't pop up.
So, I arrived at the point that there must be something internal to the maps that match with the ConversationPackage..
Ziemanskye on 22/4/2008 at 06:37
I've never messed around with the csc files - at worst I've had to change the Kernal* ibt files to get things to work.
Normally when I'm doing objectives though, it's quite late in the process of making the level. I'll have the .sch files telling the game what the level is called, the unr name telling the level what it's called, the levelinfo telling the level what it's called, and the convesations and scripts telling it what it's called, and the new archetypes on the gamesys all agree - and like I said earlier, I'm kind of paranoid about it so they all have use the same name.
The mission name the player sees doesn't have to match (I'm not sure any of mine have, actually) but under the hood I've kept everything consistant.
(* has a thought - maybe it's the archetypes in the gamesys you need to fix the name of: perhaps that's where the master list of names comes from, since it's always going in/out of memory?)
massimilianogoi on 22/4/2008 at 07:41
What you mean about "new archetypes on the gamesys"? maybe is the "*ExitMissionInfo" in the ActorClasses Browser?
massimilianogoi on 22/4/2008 at 08:02
Interestin thing: only the OM maps that use the conversation "CitySectionObjectives" has empty objectives, the other shows correctly.
I am wandering why this...
Ziemanskye on 22/4/2008 at 16:50
Archetypes in the gamesys. That's the EnterMissionInfo(levelname) ExitMissionInfo(levelname) and DifficultyInfo(levelname) things in the class browser I meant, so yes.
massimilianogoi on 23/4/2008 at 06:09
OK people, after a few more attemps I discovered that the objectives are strictly related to the *.con files presents in the Conversation folder, that's why my objectives doesn't worked....
I was able to visualize on my map the Clocktower objective correctly, and when I renamed the Clocktower.con to Clocktower.tmp and restarted the game, the objectives were vanished.
Then, some idea about creating custom .con files? The Conversation Browser (at less mine) is unable to: Generate Schemas, Repair Schemas, and maybe Compile, due to the fact that the compile option is "Compile..." and should implicates some subprocedure after..
I'm getting really tired of this shitting editor, realized by some #$%^$@^% !!! :mad: :mad: I spent too time these months behind of this, but just for I love the game...
Maybe the programmer do this voluntarily to stop the people thinking to the Thief series.. :mad: