Mission Tutorial: Objectives, Scripts, Triggers, Flags, Difficulty Levels - by d'Spair
Ziemanskye on 4/8/2005 at 19:17
(that's cool. I mean, someone around here has to pretend they know how this works, right?)
ProjectX on 4/8/2005 at 19:34
After playing: I have the same problem, although now at least the conversations do compile properly. Also my briefing doesn't appear (and never has), instead it says "book "bank" cannot be found", but I checked and there was definately a file named bank.sch in both the briefings and debriefings folders.
My install folder is D:\Games\Thief3Editor
You don't reckon the "3" is causing problems do you?
EDIT: In the editor some of the goals and notes in the conversation have schema references, but not all of them.
Ziemanskye on 4/8/2005 at 19:49
Nope, I doubt the 3 is the issue.
The filename might be though, and you have to set the entry.map up to use the file by adding the properties. If you use the ones that are there they don't show up. (unless you've created an archetype with the new ones added, but you still have to add them manually I think, and archetypes mean distributing the gamesys with the mission, since you can't compile the new ones into the entry.gmp).
Also, try changing the name to: bank.txt
in the dialogues, sometimes that seems to make it work (like now it knows it's a TextEntry or somesuch in the schema)
ProjectX on 4/8/2005 at 20:22
I got the goals working by repairing the schemas, they appear properly now, howeverthe briefings still do not.
The entry.unr file is set up by adding the properties and the properties both point to Bank.txt, and the file is bank.sch
In fact I downloaded the file from D'Spair's zip, but I did check it before compiling.
Ziemanskye on 4/8/2005 at 20:29
Then I'm out of ideas, for now, but here's a link to the *.unr files for the entry maps to both Townhouse and Schism, maybe they'll help
(
http://rapidshare.de/files/3656970/Maps.zip.html) http://rapidshare.de/files/3656970/Maps.zip.html
ProjectX on 4/8/2005 at 21:01
I've had a look and the only difference is that your entermissioninfo has bth entermissionbriefingfilename and missionbriefingfilename properties filled, wherase I just have the EnterMissionBriefingFileName filled.
I'll give it a go with this setup, but just for reference, have you got files in your Books/English/Briefings called TDS_Townhouse.sch and ZSchism.sch, and not .txt files?
Ziemanskye on 4/8/2005 at 21:05
Yup, TDS_Townhouse.sch is like this:
Code:
VERSION 2.0
TextEntry
zRiverValeA
lang_english 2004-03-04 10:30:30 "<font=Papyrus14><dc=97,80,109>\nNever leave your gear unguarded. Someone in this city will steal it. <p>I'll need some new equipment, and a little money for the extras.\n\n\n"
lang_french 2004-04-30 18:04:00 ""
lang_german 2004-03-29 08:10:54 ""
lang_italian 2004-04-22 11:34:30 ""
Though I've just noticed i've got the name inside the file wrong, but it still seems to work.
ProjectX on 5/8/2005 at 08:32
I made mine with the novelist, which is still in early alpha, so there's a chance it could've gotten a bit of formatting wrong, but I checked and couldn't find anything, I'll check again
LOL, the cause was the date format.
Dark Arrow on 22/8/2005 at 17:31
*Bing* Sorry for the necromancy, but this is rather complicated. I have everything working, except the mission name, but I'll probably get it working soon.
What makes this so complicated is the fact that I don't understand how everything links to each other. How and where the levels Title is used (under level properties) for example?
How exactly does the entry.gmp work and how does it do it?
Tow other questions:
1. How does one disable difficulty settings?
2. How do you end a campaing? I have a one mission campaing. I left the exitmissioninfo empty, but that ony causes the debriefing to come up, the mission doesn't really end, even if you answer yes when it does asks me to end the mission.
Rantako on 2/10/2005 at 16:59
Thread necromancy again!
Just a little bit that needs added to the Basic Mission tutorial on the wiki - in part 1.3 when you're modifying the concrete EnterMissionInfoInn actor in the Entry.unr, you also need to give it the property EnterMissionInfo -> EnterMissionDisableDifficultySelect: False, or else you won't be able to choose a difficulty setting when you start the mission.
Of course, if you replace this actor with your own custom archetype, you won't have this problem, since EnterMissionDisableDifficultySelect is set to false by default - it just happens to be set to true on the EnterMissionInfoInn.
I would go and change it myself, but I still can't log in to the wiki...