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Found 6 results

  1. Objectives are currently stored by entities named target_tdm_addobjectives inside the map files. Is it possible to store the objectives externally? For example in an xdata file. You do script editting (which often interact with objectives) outside DR, so it makes sense that you could edit objectives also outside DR. Maybe it needs a specific script that fetges the xdata and stores it in the entity at runtime?
  2. Currently mappers can't edit the objective screen gui. 1. But let's say you create a mission where you don't want any difference in difficulty, or set it in a different way, then I think you should be able to remove the 3 difficulty selections from the objective/dificulty screen. (Edit: Not possible yet, but objectives could be set in mission briefing and then difficulty selection screen can be skipped, See below.) 2. Also, maybe you don't want to list the objectives on an objective screen before mission start. Maybe you want to have a mission briefing, start the mission and after that give the objectives somewhere during the mission. Or maybe you want players to select difficulty inside the mission in some way. In this case there's no need for the objectives screen and you might as well skip this screen. (Edit: Already possible with #define ENABLE_MAINMENU_DIFF_SELECT 0 in mainmenu_custom_defs.gui )
  3. Hello everyone, I have a question about carrying bodies in TDM, specifically related to objectives. Is it possible to fire an entity-at-location objective while the player is carrying the entity (body)? Currently, the player must drop the entity at the info_location info_tdm_objective_location to fire the objective. The logic I can think of so far: - Script that checks to see if player is carrying body. - Conditional hidden objective controlled by script (is player carrying body?) - Info_location objective enabled by the is player carrying body objective. - An additional objective in the case the player drops the body into the obj location. (maybe this isn't necessary?) Any thoughts or suggestions?
  4. Hi guys. I’m looking at some tracker issues in the hope of providing some useful patches to grayman and greebo. For this one I could do with advice from mappers who've used objectives in plenty of ways I've never thought of! Should a target_setobjective_amount give the mapper any control other than the new "amount" requirement? The other objective-affecting targets (addobjectives, setobjective_state, setobjective_visibility, setobjective_component_state) don't have extra spawnargs to let the mapper control whether there's a HUD message or anything else. The one exception is setobjective_state which lets you add an "unlatch_irreversible_objectives" spawnarg so you can choose whether to undo irreversible objectives. Would a target_setobjective_amount need any? I guess "unlatch_irreversible_objectives" is relevant to this one too, as the default behaviour should probably be: undo a completed objective if the required amount gets raised above what the player has achieved, except if it's an irreversible objective. The lazy way to go about this kind of thing is to add a dozen spawnargs/options so every mapper has to look them up and answer the questions for themselves, but it'd be better to take the cue from the existing targets and implement just the most useful behaviour instead. Any thoughts on how it should work?
  5. Problem: When my friend tries to test my map, it doesn't show objectives, briefing or shop, at mission start. It works 100% on my computer, and I've checked the files from the .rar I sent him. They are all put in the correct folders. He's tried uninstalling and re-installing the mission, but to no luck. I'm baffled. Does anyone have any idea, as to what's causing this bug?
  6. This may be of pretty limited helpfulness, but just wanted to say I'm happy to do any proofreading of readables, objectives, mission briefings etc of any WIP if it's any help. (Double-double-triple-checks above to make sure there are no mistakes in it.)
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