Azdack Posted February 7, 2017 Posted February 7, 2017 Thanks to all of you making scripted campaigns. Great fun to play them. Question regarding mission failed. Sometimes I have a mission failed although I passed all waypoints and success with the targets aimed in mission briefing but sometimes by landing I break my propeller or a wheel of landing gear. I understand if mission is failed by a full crash of the plane by landing but for a propeller isn'it a little bit severe admiting that either propeller or wheel could be replaced couldn't they?
Jade_Monkey Posted February 7, 2017 Posted February 7, 2017 It really depends on the trigger used by the mission builder and when it's triggered. Are you talking about a specific campaign or mission?
No601_Swallow Posted February 7, 2017 Posted February 7, 2017 I'm building a scripted campaign at the moment, and I spent quite a long time experimenting with damage thresholds, etc. But so far I'm inclined to allow mission success even with damaged aircraft. I do however display a sarcastic or chastising message if you damage your plane on landing. There's a philosophical (sort of) thing to think about. On the one hand, games work by granting or withholding progress based on the player succeeding in a task. On the other hand, it's no fun to have to do it all again, or if the game blocks your path. At the moment, I'm leaning towards letting the player through to the next level/mission. I mean, if you really want to grease that landing, you can decide to fly that mission again yourself, can't you. But I really don't know for sure. I might change my mind. 2
Gambit21 Posted February 7, 2017 Posted February 7, 2017 I agree about having to do it over again Swallow - no fun. Also that's not realistic. You know what they say - any landing you can walk away from.... Have you played with secondary objectives and how those work? I have a mission where the player has to land and pick something up, then proceed to another base to land. Right now the first landing is the secondary objective (even though it's the whole point of the mission) and the final landing is the primary objective. I haven't tested it yet however. Really what I need is 2 primary objectives.
JimTM Posted February 7, 2017 Posted February 7, 2017 (edited) I agree about having to do it over again Swallow - no fun. Also that's not realistic. You know what they say - any landing you can walk away from.... Have you played with secondary objectives and how those work? I have a mission where the player has to land and pick something up, then proceed to another base to land. Right now the first landing is the secondary objective (even though it's the whole point of the mission) and the final landing is the primary objective. I haven't tested it yet however. Really what I need is 2 primary objectives. Gambit21, are you referring to the mission objective MCU in a MP mission when you say "primary objective" and "secondary objective" or are you just referring to objectives as defined by other MCUs in your SP mission logic? As far as I know, the mission objective translator is for MP only. You can have as many primary objectives as you like in a MP or SP mission and determine (with your MCU logic) which objectives must be met together to trigger mission success. For example, you can set up logic to register your first landing and then register your last landing. Once both landings are registered in the correct order, the last landing triggers the mission objective translator for mission success (or, in a SP mission, it triggers a subtitle to announce mission success) and then triggers a mission end translator or some other MCU. I haven't looked at scripted campaign building yet, so perhaps I'm missing something re. mission objectives. Edited February 7, 2017 by JimTM
Gambit21 Posted February 7, 2017 Posted February 7, 2017 (edited) Jim - we need to use the mission objective MCU for scripted campaign missions. This allows the player to progress to the next mission. I have the player landing, then taking off and landing again. I need both to be requirements for mission success if possible. I'm trying to picture that logic in my head (at work of course) if I can't work it out next time I sit down at the editor I'll post back Edited February 7, 2017 by Gambit21
JimTM Posted February 7, 2017 Posted February 7, 2017 Jim - we need to use the mission objective MCU for scripted campaign missions. This allows the player to progress to the next mission. I have the player landing, then taking off and landing again. I need both to be requirements for mission success if possible. Ah, I see. I feel another manual topic coming on. Did my explanation on how to use a single mission objective translator for multiple primary objectives make sense then?
Gambit21 Posted February 7, 2017 Posted February 7, 2017 (edited) It did I think - trying to draw it out. Seems simple Oh - first objective triggers/enables the second, the second is the actual objective MCU So first landing - complex trigger, event - to timer - enable second complex trigger - mission objective If there's a more elegant way, let me know Edited February 7, 2017 by Gambit21
JimTM Posted February 7, 2017 Posted February 7, 2017 (edited) It did I think - trying to draw it out. Seems simple Oh - first objective triggers/enables the second, the second is the actual objective MCU So first landing - complex trigger, event - to timer - enable second complex trigger - mission objective If there's a more elegant way, let me know Here is one setup for you to test: "First Landing" detects "Object Took Off" and "Second Landing" detects "Object Stationary and Alive" The "Gate" zero-second timer is closed at the beginning of the mission and it's opened when the player takes off from the first airfield. Then, when the player lands and stops at the second airfield, "Gate" triggers mission objective translator "Mission Success". On second thought, this simpler setup may work too: "Second Landing" is disabled in the advanced properties. Edited February 7, 2017 by JimTM 1
pilotpierre Posted February 7, 2017 Posted February 7, 2017 I'm building a scripted campaign at the moment, and I spent quite a long time experimenting with damage thresholds, etc. But so far I'm inclined to allow mission success even with damaged aircraft. I do however display a sarcastic or chastising message if you damage your plane on landing. There's a philosophical (sort of) thing to think about. On the one hand, games work by granting or withholding progress based on the player succeeding in a task. On the other hand, it's no fun to have to do it all again, or if the game blocks your path. At the moment, I'm leaning towards letting the player through to the next level/mission. I mean, if you really want to grease that landing, you can decide to fly that mission again yourself, can't you. But I really don't know for sure. I might change my mind. Please run with even if you bingle your a/c landing on your or another friendly airfield you get mission success. This is a more true to life scenerio than redoing the mission and just taking off and landing straight away to gain a mission success. Bloody frustrating to fly a mission with several kills then lose the ball game by damaging you prop on landing.
Gambit21 Posted February 7, 2017 Posted February 7, 2017 Thanks Jim - that second one is more or less the logic I was picturing.
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