Yandros on 8/11/2016 at 20:32
It's entirely possible his docs are wrong, I just thought I would point that out. I vaguely remember long long ago in here someone also saying don't bother using WelcomeRoom in T2 because it didn't work. Anyway, I've done many missions with return to start final objectives and have never used it, so I know for certain that it is unnecessary.
bbb on 9/11/2016 at 02:57
Hey Yandros, I tried your suggestion and it worked. The final objective checked off and the game ended. Not sure why it worked but thank you for your suggestion. I think you are right about welcome room. The last mission I did was a T1 mission and that may be why I thought I needed it.
One last issue that I sometimes see in FM's when I play them. The objectives all check off correctly and the game ends. However, when the game ends, the "mission complete" screen does not come up but rather the objective screen comes up. Have any of you seen this happen?
Thanks
BBB
Yandros on 9/11/2016 at 04:36
That can be a case of the video failing to play because the codec failed to load. We saw that quite a lot actually when making and testing Waterfront Racket, where the briefings and cutscene movies were key to telling the story.
R Soul on 9/11/2016 at 18:56
Quote Posted by Yandros
It's entirely possible his docs are wrong, I just thought I would point that out. I vaguely remember long long ago in here someone also saying don't bother using WelcomeRoom in T2 because it didn't work. Anyway, I've done many missions with return to start final objectives and have never used it, so I know for certain that it is unnecessary.
I only mentioned WelcomeRoom because bbb said it, and it's been a while since I did anything with objectives. The point remains that 'go to room' final objectives are perfectly possible without any extra scripting.
Make sure your room type is concrete (positive ID), make sure the goal target is the ID (the same value for all brushes of that type) and not the room brush number (unique to each room brush), and don't forget VictoryCheck.
Finally, I don't think you should make it irreversible because it'll be marked complete as soon as all the other compulsory goals are complete.
Yandros on 9/11/2016 at 20:32
Quote Posted by R Soul
Finally, I don't think you should make it irreversible because it'll be marked complete as soon as all the other compulsory goals are complete.
Quite true, I should have given that with the caveat that the player can't reach it before fulfilling all other goals, which kind of makes the final part pointless.
zappenduster on 2/8/2021 at 09:26
In search for some info I digged out this thread. ;)
Telliamed's documentation seems to be right. I only found the script
WelcomeRoom in OM 1/2 on the exit room. This seems to have no effect because the exit rooms of the further OMs don't have (need) it anymore. :)
Quote Posted by Yandros
If it's a room you go to, make sure both goal_x_final and goal_x_irreversible are set to 1. The first makes sure it doesn't tick off until all other goals are complete, and the second doesn't let it untick once ticked.
In this context I found an amazing detail:
In mission 10 there is defined goal_irrevers
able_1 430. That's strange, a type mismatch and again the number of the exit room which usually is only defined in the goal_target_x command. :eek:
john9818a on 8/8/2021 at 04:04
I've been using WelcomeRoom all these years and never knew that it wasn't needed. :o