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wildbrumby

A new slant on resistance

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I brought the Operation Flashpoint GOTY edition a few weeks ago, and am really enjoying it. (That is, except that damn hostage rescue mission in resistance!). I'm working on an idea for a new slant on the Resistance campaign. In this campaign, it's the US who invade Nogova and start oppressing the citizens. (more realistic to current world events actually). You play the part of a citizen who takes up arms to fight them back. The player controlled citizen starts in Lipany, and must drive a car to Neveklov to complete the mission. I created the "move" waypoint for the guy, but for some reason, the little tag showing how far to go and what direction to go does not appear. I put the description to "show always" but nothing still happens! How do I get this to work?

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First Rule Of Mission Creation: Never use waypoints that actually do stuff, as waypoints are only visible in Cadet mode. Instead, use triggers, eventhandlers, and scripts.

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... it's the US who invade Nogova and start oppressing the citizens. (more realistic to current world events actually).

Sorry, but I have to ask since you put this in your post.

op·press, op·pressed, op·press·ing, op·press·es

-To keep down by severe and unjust use of force or authority: a people who were oppressed by tyranny.

-To weigh heavily on: Poverty oppresses the spirit.

-Obsolete. To overwhelm or crush.

I assume you are talking about Iraq, perhaps you meant liberate.

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Hmm, seems to me like we've "liberated" them of their evil leader. Now we are forcing democracy on them. What else is there to liberate? Ah, yes, oil. My mistake, I tend to forget things easily.

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I brought the Operation Flashpoint GOTY edition a few weeks ago, and am really enjoying it. (That is, except that damn hostage rescue mission in resistance!). I'm working on an idea for a new slant on the Resistance campaign. In this campaign, it's the US who invade Nogova and start oppressing the citizens. (more realistic to current world events actually). You play the part of a citizen who takes up arms to fight them back. The player controlled citizen starts in Lipany, and must drive a car to Neveklov to complete the mission. I created the "move" waypoint for the guy, but for some reason, the little tag showing how far to go and what direction to go does not appear. I put the description to "show always" but nothing still happens! How do I get this to work?

I don't think waypoints show up in the mission editor, only when you've actually exported it to single player missions.

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Waypoints don't show up on preview in mission editor, since this preview is automatically played in veteran mode.

To avoid this start a SP mission in cadet mode, abort it and go to the mission editor. Now you will also play in cadet mode in the editor preview.

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Hmm, seems to me like we've "liberated" them of their evil leader. Now we are forcing democracy on them. What else is there to liberate? Ah, yes, oil. My mistake, I tend to forget things easily.

Jeeze, wonder why none of that 'liberated' oil is coming to Washington.... gas prices are still through the roof. And just how much Iraqi oil has come to the US anyway?

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Quote[/b] ]Jeeze, wonder why none of that 'liberated' oil is coming to Washington.... gas prices are still through the roof. And just how much Iraqi oil has come to the US anyway?

Not much, but "NO BLOOD FOR OIL" is a very catchy thing to yell, wouldn't you agree?

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Hmm, seems to me like we've "liberated" them of their evil leader. Now we are forcing democracy on them. What else is there to liberate? Ah, yes, oil. My mistake, I tend to forget things easily.

Jeeze, wonder why none of that 'liberated' oil is coming to Washington.... gas prices are still through the roof. And just how much Iraqi oil has come to the US anyway?

Heh heh heh....if it's coming here, I haven't seen any of it wink_o.gif

But we digress...

As m21man said, DON'T USE WAYPOINTS FOR THE PLAYER!  It just doesn't work, especially since in many cases the player will ignore the route you have set for him and will go gallavanting off on his own, thus totally hosing the design of your mission (Sefe did this to one of my beta missions once...I had used waypoints and he, playing in veteran mode, didn't see any of them....thus things were happening out of order or not at all, oh man it was a mess.  The mission was pomptly scrapped).

You especially don't need a waypoint for something as simple as "drive from town A to town B" - that's why you have a map. wink_o.gif

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What do you think the President's cars and his motorcycle escorts run on? tounge_o.gif

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What do you think the President's cars and his motorcycle escorts run on?  tounge_o.gif

Um... yeah, I guess the US never had gasoline before we invaded Iraq... rock.giftounge_o.gif

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i think "control of" and "having" are differences that you may be missing in terms of oil..

to have control of it means you dictate where it goes and and what price. nothing has ever been said about putting it all in a tanker and sailing it into America.

Something like half of America's oil use is from military resources...

(lucky this game dont need oil)

anyway. thats well off topic. setting waypoints for your own missions is fine, because you know that by following them you set off trigers that you put.. if someone else plays them and doesnt know where the triggers are, or even better, if they do know and decide they dont want the result of that trigger (eg- more baddies) they can just drive around them. make big triggers. and your briefing is what should tell the player where to go etc. not waypoints - and like the others said, you need to export the missions to single player for the waypoints to show up.

thats my 2 cents worth.

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Can i just add somethin in regards to the yellow waypoint boxes...

these boxes can appear in the Editor, all you have to do is play a Single Mission First and then open the editor.

For example if you load "Steal the Car" mission and then abort n go into editor, then all of the unit tags and waypoints should appear.

smile_o.gif

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