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> Custom missions
Neiko
Posted: February 12, 2006 09:14 pm
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Would somone take the time to explain to me how to get them to trigger things.
I need one to trigger the need to kill enough zombies, and then I need another to need to get to the escape zone, I have the bb_custommisson entites, and they show the text, but the problem is that there is no actual objective that I have linked to it. As in, the custom text will show, but there is no objective to complete.


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Shoot_me
Posted: February 15, 2006 08:43 am
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Custom missions themselves don't trigger new missions. All missions are controlled via the .tsk aka the mission file.

When utilizing a custom mission, it's initiated and ended the same way a standard mission is. So, once the custom mission is triggered, BB will then initiate the next mission in the list in the .tsk file. No one mission should target the other (if I remember correctly how BB works).

EDIT: The ACTUAL objective for a custom mission is whatever you can think of that will trigger the custom mission ent. Anyhing from "press this button" or walk through here (a trigger_once), to kill this monster, etc. will work, as long as it triggers the custom mission (telling BB that; THAT mission is now finished).

This post has been edited by Shoot_me on February 15, 2006 08:47 am


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Neiko
Posted: February 15, 2006 01:50 pm
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QUOTE (Shoot_me @ Feb 15 2006, 08:43 AM)
Custom missions themselves don't trigger new missions. All missions are controlled via the .tsk aka the mission file.

When utilizing a custom mission, it's initiated and ended the same way a standard mission is. So, once the custom mission is triggered, BB will then initiate the next mission in the list in the .tsk file. No one mission should target the other (if I remember correctly how BB works).

EDIT: The ACTUAL objective for a custom mission is whatever you can think of that will trigger the custom mission ent. Anyhing from "press this button" or walk through here (a trigger_once), to kill this monster, etc. will work, as long as it triggers the custom mission (telling BB that; THAT mission is now finished).

I know all about the .tsk
What I had in mine was
frag1 - -
esc - -

Since I had a custom frag text, that I wanted for it to display upon start, (But I coudn't get it the need to kill zombies)
Then I had esc for a custom escape text, but it seems that didn't workitself, so on that one I had all my escape triggers set to escape.
So my .tsk was
frag1 - -
esc escape -
But that didn't work either. (Basically I'm asking how to give them more properties as to like needing to escape, and needing to kill zombies)


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Shoot_me
Posted: February 15, 2006 04:49 pm
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The mission where you are required to kill a given number of zombies uses a reserved name "frags". Using frag1 will NOT trigger the built in "kill X number of zombies" mission.

The number of zombies that you will need to kill .... erm... make "deader" will be determined by the number of players connected to the server or listenserver.

For the escape mission, you have to use the "random" mission. The random mission must also be the LAST mission in the tsk file.

For the text, you could simply use the game_text entity to send the message to all players and trigger it at the start of the escape mission.

ie

frags - -
random escape_text -

would work for having one "kill X number of zombies" mission, and on escape mission with the in-game text being triggered when the escape mission starts.


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MadMax_FMM
Posted: February 15, 2006 06:02 pm
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Neiko
Posted: February 16, 2006 03:29 am
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QUOTE (Shoot_me @ Feb 15 2006, 04:49 PM)
The mission where you are required to kill a given number of zombies uses a reserved name "frags".  Using frag1 will NOT trigger the built in "kill X number of zombies" mission. 

The number of zombies that you will need to kill .... erm... make "deader" will be determined by the number of players connected to the server or listenserver.

For the escape mission, you have to use the "random" mission.  The random mission must also be the LAST mission in the tsk file. 

For the text, you could simply use the game_text entity to send the message to all players and trigger it at the start of the escape mission.

ie

frags - -
random escape_text -

would work for having one "kill X number of zombies" mission, and on escape mission with the in-game text being triggered when the escape mission starts.

Tried it :/ I'll try it again, might work.
edit
As I said, still dosen't work... :/
CODE
frags frag1 -
random escape -

It seems to trigger the normal ones (as shown in Screenshot) But, it dosen't active the custom triggers. (They have the same name, frag1 and escape)
user posted image
(click to enlarge)


This post has been edited by Neiko on February 16, 2006 04:13 am


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Shoot_me
Posted: February 16, 2006 05:42 am
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OK, now I see what happened.

Quick and dirty explanation: You don't trigger a mission to start it, only to end it.

CODE
frags frag1 -
random escape -


Doesn't work because you're not treating frag1 and escape as missions.

Something closer to what you want would be

CODE
frags - -
frag1 - -
random - -
escape - -


However, This still won't give you the desired effect.

The correct way would be

CODE
frags - -
frag1 - -
random - -


As the LAST mission if you're going to use the rescue scenario would have to be the random mission. That's how you get the black hawk (if you're using it) to start the rescue run, trigger the escape zone and so on.

You should also reference the entdescription.txt file that comes with BB (in the BrainBread directory) for all of this too as I might've left an important bit of info out here or there.

@MadMax_FMM: Just read it this morning, I'll send a reply soon. Been at work up until an hour or two ago and couldn't reply.


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Neiko
Posted: February 16, 2006 01:44 pm
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QUOTE (Shoot_me @ Feb 16 2006, 05:42 AM)
OK, now I see what happened.

Quick and dirty explanation: You don't trigger a mission to start it, only to end it.

CODE
frags frag1 -
random escape -


Doesn't work because you're not treating frag1 and escape as missions.

Something closer to what you want would be

CODE
frags - -
frag1 - -
random - -
escape - -


However, This still won't give you the desired effect.

The correct way would be

CODE
frags - -
frag1 - -
random - -


As the LAST mission if you're going to use the rescue scenario would have to be the random mission.  That's how you get the black hawk (if you're using it) to start the rescue run, trigger the escape zone and so on. 

You should also reference the entdescription.txt file that comes with BB (in the BrainBread directory) for all of this too as I might've left an important bit of info out here or there. 

@MadMax_FMM: Just read it this morning, I'll send a reply soon.  Been at work up until an hour or two ago and couldn't reply.

Ah, but my problem is, it's not a blackhawk thing with the need of a radio. It's a large maze, and there are 5 blinking points, but only one escape zone. That's kinda why I wanted a custom objective, so it would not confuse people who play it and are looking for the radio to call the blackhawk since there is none.

edit
user posted image
I have used
object - escape
esc - -
random - -

It triggers the mission now, but the bb_funk no longer work upon the mission coming up. I tried it as
object - -
esc escape -
random - -

But the bb_funk dosen't show. If that will work, I'll be done with the objectives :/

This post has been edited by Neiko on February 16, 2006 02:10 pm


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Shoot_me
Posted: February 17, 2006 12:45 am
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Ah, ok. For that, you should only need to place an always on escape zone, and for the last mission, it should be a custom mission. Target the custom mission with a bb_mapmission (the bb_mapmission ent must target the custom mission). I'm not sure if the bb_funk will work without the blackhawk.


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Neiko
Posted: February 17, 2006 03:01 am
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QUOTE (Shoot_me @ Feb 17 2006, 12:45 AM)
Ah, ok. For that, you should only need to place an always on escape zone, and for the last mission, it should be a custom mission. Target the custom mission with a bb_mapmission (the bb_mapmission ent must target the custom mission). I'm not sure if the bb_funk will work without the blackhawk.

Ok, we're getting there =P.
Now it just skips the mission.
I have it set to
object - -
esca escape -

esca being the bb_mapmission targeting esc, which is the bb_custommission and the escape it triggers are all the bb_funks and doors. So it works (I think) But it just skips the mission since it dosen't have anything to do set on it.


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hunter
Posted: February 18, 2006 12:33 am
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How the hell do you get 99 FPS in hl1? My max is 60!


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Neiko
Posted: February 18, 2006 03:23 am
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QUOTE (hunter @ Feb 18 2006, 12:33 AM)
How the hell do you get 99 FPS in hl1? My max is 60!

My video card? and fps_max 100?


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Shoot_me
Posted: February 18, 2006 04:40 am
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To get 99 FPS, you also have to make sure vsync is off.

object - -
esca escape -

The custom mission itself should be give a target name of esca then. The bb_mapmission ent should target the custom mission (target esca).

Naming the custom mission escape won't work with the tsk file set up like this as BrainBread would be looking for a custom mission with the name of esca instead of escape. Usually, you use the start and end target sections of a mission line to do things like cue in sounds, open/close doors, spawn in zombies, switch lights on or off, and so on. They won't work for handling missions directly.

The only time you target a custom mission (other than with the built in bb_mapmission) is when you want the mission to be terminated and the next in your mission list started.

EDIT: bb_mapmission shouldn't need a targetname of it's own, as it's not required. It should activate when the mission it's targeting is initiated.

This post has been edited by Shoot_me on February 18, 2006 04:42 am


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