Dark Arrow on 24/8/2005 at 15:11
From what I can understand, you can't just finish a mission, tell the engine that this mission is the last one and expect to get kicked out to title screen like you could in the previous games. I looked at the missions that have been created for a way to end my mission, but all they did was dump you to one of the starting levels of Thief 3. Not really an elegant way to do it, but without a better one there really isn't much choice
So what do you think? How should I end my mission? Let me know as soon as possible. I would like have this ending issue solved/decided by tomorrow.
Thank you.
Edit: I decided to leave the poll open for multiple choices. Consider it as, "which choice you could live with as a player" type of ending for a mission.
Ziemanskye on 25/8/2005 at 14:04
As a player, I don't think I mind all that much.
As a designer, what I wanted was the game to kick me back to the title screen, but my attempts at that didn't work out because it'd do it as soon as I hit the exit glyph/volume, then (as an overlay over the main menu) ask if I wanted to end the mission. :mad:
Dark Arrow on 25/8/2005 at 14:53
Yeah I know that too. I have tried different combination and the best I got was with this in actions:
Set flag [T3GameOver] to [True] expires on map change [False] expires on mission [0]
Kick the user to the Title Screen
It would kill the game (so you can't hit the back button in title screen) and then kick you out to the title screen. It is a good way to do it, if you are on a city section map and don't want the debiefing screen, but it wasn't really the way I wanted to do it.
I'm still not exactly sure how they managed to kick the user back to the Title screen in the real game. They used the flag, but they didn't have the "Kick the user to the Title Screen" action on the script that ends the game (or then that script just signalled another one to kick the player out).
I have also tried to make an endgame map, but that hasn't worked out so well either. I wanted it to load fast (do you notice the load of the entry map), but it seems I can't make the map have no loading time no matter how small the map is. I wonder if the game is somehow hardcoded to only read the entry map info and not really load it like it does with missions. I also couldn't make a script that could kill the game and return you back to the title screen on map start. I am not sure, but the map might have needed some objectives.
*sigh* It seems there are just too many unknows in the editor at the moment to make a proper T1&2 type ending.