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mcnools

Mission complete despite dying?

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I'm just wondering if there's any way to override the "You died" ending when you.. well, die.

I'm working in a mission where at the end, after completing all the main objectives, the player has to fight to the end. And I want a mission complete-screen with score etc. despite dying.

Is there any way to accomplish this?

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Yes. Couple of things to try.

First of all you can override the normal death sequence by creating a file called one of the following:

onPlayerKilled.sqs

onPlayerRepsawnAsSeagull.sqs

More info on that here:

http://community.bistudio.com/wiki/Event_Scripts

Then, depending on which way the mission ends, you get a different dialog at the end. For instance, endMission and failMission present different end game dialogs I believe. Either that or using those commands with different "end types" will result in different end dialogs ("CONTINUE","KILLED","LOSER","END1","END2","END3","END4","END5", or "END6"). Finally if you just get killed in SP I think you just see that simple small dialog with minimal options.

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Thanks mate, I'll have a look. :)

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Sorry for bringing this old topic up again, but I'm not sure how to do this. What I want preferably is that if the player dies after a certain time (not just after a minute) the image should fade out to black and the mission will be complete. How would I accomplish that in the onPlayerKilled.sqs? is it even possible to prevent it from activating until after a certain time, or do I just have to skip that idea?

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It's for Singleplayer i suppose?

If the player dies in Singleplayer the mission ends immediately. Not sure if that can be changed.

But i wouldn't actually kill the player to accomplish that.

Just play a death animation. Try this:

[] spawn {
sleep 5;
player switchMove "AdthPercMstpSlowWrflDnon_8";
sleep 5;
cutText ["", "BLACK OUT", 5];
sleep 5;
endMission "End1";
};

The player will "drop dead" after 5 seconds...

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Singleplayer indeed, creating an empty onPlayerKilled.sqs in the mission-folder makes the end-screen not show up, however, the game sort of locks up aswell, you can't press escape to bring the menu up etc. So I guess something could be done using that script, although I don't now what the code would be.

About the death-animation, is it possible to activate it once the player is hit a certain amount of times or such? since I want the player to be killed by the AI, (it's a "last stand" sort of mission where a small squad or special forces are surrounded by overwhelming numbers of enemies, and have to fight to the death).

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Well i tried that myself now, and the onPlayerKilled.sqs seems to work just fine for that.

These three lines do just fine for example:

cutText ["", "BLACK OUT", 5]

~5

endMission "End1"

Once the player died, the debriefing shows up. :)

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Thanks mate! I'll try that at once!

Worked like a charm!

Edited by McNools

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