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Skul

Campaigns

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Okay, I've tried everything, but my campaign keeps screwing up! Every time I compress it into a pbo file, it just keeps playing the intro cutscene forever! I have to press Alt-F4 to get out! Anyone know why this is? Is it because I have 2 cutscene missions at the beginning of my campaign? There's nothing wrong with the description.ext's and the campaign description.ext has been properly set up.... I don't get it... sad_o.gif I really want to get this out. It's ready for a beta run, but it just refuses to do anything!

[Gareth Gates must die]

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Could you post your description.ext here please Skul? I doubt it is because you have 2 cutscene missions at the start of the campaign. Do both the cutscenes end in the mission editor? If so then make sure you have the latest versions of the mission folders in your cmpaign folder (it is always the simple things)

RED

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By end in the editor, I assume you mean if they have ending triggers. The answer is yes. Anyway, if they didn't I could just press space and skip it, but it keeps repeating.

OK, here's the description.ext for my campaign. I did what a tutorial told me and named missions certain things so I could remember what they contained:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities

{

class Alex

{

name = "Alex Player";

face = "Face25";

glasses = "none";

speaker = "Rob";

pitch = 1.05;

};

class Blake

{

name = "David Blake";

face = "Face16";

glasses = "none";

speaker = "Greg";

pitch = 0.85;

};

class Barney

{

name = "Barney Dalton";

face = "Face1";

glasses = "none";

speaker = "Jonah";

pitch = 1.00;

};

};

class MissionDefault

{

lives = -1;

lost =;

end1 =;

end2 =;

end3 =;

end4 =;

end5 =;

end6 =;

};

class Campaign

{

   name = "Operation: GARGAT";

   firstBattle = thecampaign;

   class thecampaign

   {

       name = "Whole Campaign";

       cutscene =;

       firstMission = intro1;

       end1 =;

       end2 =;

       end3 =;

       end4 =;

       end5 =;

       end6 =;

       lost =;

       

       

class intro1: MissionDefault

{

end1 = intro2;

end2 = intro2;

end3 = intro2;

end4 = intro2;

end5 = intro2;

end6 = intro2;

lost = intro1;

template = gargatintro0.Noe;

};

class intro2: MissionDefault

{

end1 = talk;

end2 = talk;

end3 = talk;

end4 = talk;

end5 = talk;

end6 = talk;

lost = intro2;

template = gargat00.Noe;

};

class talk: MissionDefault

{

end1 = walk;

end2 = walk;

lost = talk;

template = gargat01.noe;

                };

class walk: MissionDefault

{

end1 = flyout;

lost = walk;

template = gargat02.Noe;

                };

class flyout: MissionDefault

{

end1 = onmalden;

end2 = onmalden;

lost = flyout;

template = gargat03.Noe;

                };

class onmalden: MissionDefault

{

end1 = kolgsneak;

end2 = kolgsneak;

end3 = kolgsneak;

end4 = kolgsneak;

end5 = kolgsneak;

end6 = kolgsneak;

lost = onmalden;

template = gargat04.Abel;

                };

class kolgsneak: MissionDefault

{

end1 = attack;

lost = kolgsneak;

template = gargat05.Cain;

};

class attack: MissionDefault

{

end1 = desert;

lost = attack;

template = gargat06.Cain;

};

class desert: MissionDefault

{

end1 = plane;

end2 = plane;

end3 = desert;

lost = desert;

template = gargat07.Intro;

};

class plane: MissionDefault

{

end1 = onmalden2;

end2 = onmalden2;

end3 = onmalden2;

end4 = onmalden2;

end5 = onmalden2;

end6 = onmalden2;

lost = plane;

template = gargat08.noe;

};

class onmalden2: MissionDefault

{

end1 = daymission;

lost = onmalden;

template = gargat09.Abel;

};

class daymission: MissionDefault

{

end1 = nightmission;

lost = daymission;

template = gargat10.Eden;

};

class nightmission: MissionDefault

{

end1 = morning;

lost = nightmission;

template = gargat11.eden;

};

class morning: MissionDefault

{

end1 = lamentin;

end2 = lamentin;

end3 = lamentin;

lost = morning;

template = gargat12.eden;

};

class lamentin: MissionDefault

{

end1 = onkolgjuev;

lost = lamentin;

template = gargat13.Eden;

};

class onkolgujev: MissionDefault

{

end1 = cleaningup;

end2 = onkolgujev;

end3 = onkolgujev;

lost = onkolgujev;

template = gargat14.cain;

};

class cleaningup: MissionDefault

{

end1 = gargat;

end2 = cleaninup;

lost = cleaningup;

template = gargat15.Cain;

};

class gargat: MissionDefault

{

end1 = ending;

end2 = ending;

end3 = ending;

end4 = ending;

end5 = ending;

end6 = ending;

lost = ending;

template = gargat16.Cain;

};

class ending: MissionDefault

{

end1 =;

lost =;

template = gargat17.Noe;

};

};

That's the whole thing. Strange, my 'crap campaign' worked fine, why doesn't this...? sad_o.gif

[Gareth Gates must die]

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class intro1: MissionDefault

{

end1 = intro2;

end2 = intro2;

end3 = intro2;

end4 = intro2;

end5 = intro2;

end6 = intro2;

lost = intro1;

template = gargatintro0.Noe;

};

class intro2: MissionDefault

{

end1 = talk;

end2 = talk;

end3 = talk;

end4 = talk;

end5 = talk;

end6 = talk;

lost = intro2;

template = gargat00.Noe;

};

You have a lose condition in the intro? Can you lose an intro? I suggest taking this out.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class intro1: MissionDefault

{

end1 = intro2;

end2 = intro2;

end3 = intro2;

end4 = intro2;

end5 = intro2;

end6 = intro2;

lost = intro2;

template = gargatintro0.Noe;

};

class intro2: MissionDefault

{

end1 = talk;

end2 = talk;

end3 = talk;

end4 = talk;

end5 = talk;

end6 = talk;

lost = talk;

template = gargat00.Noe;

};

That might work,

RED

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smile_o.gif Hmm, probably. I'll go try that out now.

[Gareth Gates must die]

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(Happy music comes on)

That was it, RED! biggrin_o.gif Thanks a million!!! icon14.gif

It no longer plays the intro et infinitum! smile_o.gif  biggrin_o.gif  tounge_o.gif

For a second there, I was afraid Operation: GARGAT wasn't going to get a release. Now I know it will!

Did you hear that, BAD ASS JACK? O:GG will be out for a beta run soon! tounge_o.gif (He's been askin' me ever since July about when O:GG will be out on 'public release' biggrin_o.gif )

Anyhoo, thanks again, RED. That's another project of mine you've gotten a special thanks in! biggrin_o.gif

< smile_o.gif Skul is very happy smile_o.gif >

Later!

[Gareth Gates must die and will soon tounge_o.gif ]

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