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Is it possible to skip between missions in a campaign?


Goldwell

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I am looking to have one mission jump straight into the next without a mission complete screen or debriefing screen either.

 

So the flow I am hoping for is

  • Player is going through file_a.map
  • Hits a switch
  • Loading screen
  • Player is now in file_b.map (preferably with all of their gear/items collected too)

Is something like this possible?

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I am looking to have one mission jump straight into the next without a mission complete screen or debriefing screen either.

 

So the flow I am hoping for is

  • Player is going through file_a.map
  • Hits a switch
  • Loading screen
  • Player is now in file_b.map (preferably with all of their gear/items collected too)

Is something like this possible?

 

Yes, that exists now as part of the campaign code.

 

Look in SVN for fms/tdm_campaign_sample.

 

It works pretty well, but has a few bugs that haven't been addressed because no one's done a campaign that way yet. I was able to address a number of bugs years ago, but I didn't press on to tackle them all.

 

I also have an example pair of maps attached to this bug report.

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I think you can use doom 3 version of global_variables to move items across maps, basically you don't move the item across, you just have the same items in all the maps and a true/false variable for each item that you want to go across, so if you have an item then the variable for that item is true and when in the next map you have a script that checks that a variable is true so then that item then gets added to the inventory.

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Thanks for the responses everyone!

 

This should give me enough to make this setup work.

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I would be interested to see a working example of this, because I keep running in to map size issues a lot over the last few years.

 

In my case I would like to seperate the overground city from the underground sewers. How seamless would the transition be? of it take a few seconds would the mapper have to have a little warning/question (AKA Dying Light) where the player is asked if they want to go to another part of the map etc.

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I would be interested to see a working example of this, because I keep running in to map size issues a lot over the last few years.

 

In my case I would like to seperate the overground city from the underground sewers. How seamless would the transition be? of it take a few seconds would the mapper have to have a little warning/question (AKA Dying Light) where the player is asked if they want to go to another part of the map etc.

I gave two examples in my post

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Apparently there's code support for using _scratch to create GUI overlay transitions from the loading screen, which is why it has the loading image in it if you use it in a material (unless you're playing with mirrors or something). Is TDM's 'click to start' screen invoked at every map start or just once at mission start? If the former it might get in the way of using that.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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