KoMik Posted January 4, 2006 Report Share Posted January 4, 2006 Heipä-hei, I encountered a problem with the Sentinels 'Block-system' because I can't create sub-plots correctly. Example: When the current Block# is 3, then if opening (ScenarioAddVisibleZone-script) a new zone from the already completed Block# 2 and entering/completing that zone throught the chapter map the game jumps to Block# 4 (???). My own custom scenario mod structure should go like: The main-plot will be completed via Mission Selection Screens (4zones in da Block). Other missions should be just for sub-plots (not very important missions) and those shouldn't affect to 'Block-system' at all. My failed attempts have been:-Left empty or added #0 -value in BlockOrder (doesn't work, crashes in Base)-Created ScenarioZones out of Blocks (doesn't work, not in scenario)-Gave Block's ZonesToPass-value as maximum (doesn't work, no affect)(-Added a not passable objective to the sub-plot zone (works but ain't cool) ) So, I would appreciate a knowledge how to create missions out of Blocks. Thanks. Btw, in the Scenario Blocks -table is a Block called "Main", it's BlockOrder# is 1 and there is no linked zone to it. What is it? Why is it there? Link to comment Share on other sites More sharing options...
toxic-nova Posted January 4, 2006 Report Share Posted January 4, 2006 The entry 'Main' stands for the mainplot. If you look in the scenario missions under the tab 'ScenarioZones' you see an entry scenario where with the entry 'AddOn\Main'. I think this entry linked the mission in the storyline.I hope I could help you. sorry for my bad english Link to comment Share on other sites More sharing options...
Krabjuice Posted January 4, 2006 Report Share Posted January 4, 2006 Hey, I hate the block system too. I missed out on two missions because I did the fourth block as my second mission. Damn! Link to comment Share on other sites More sharing options...
KoMik Posted January 5, 2006 Author Report Share Posted January 5, 2006 Thanks for interest dear fellows of Silently Storming, As I mentioned above, I can and will use 'impossible to complete objectives' to do the job. One example of a simple sub-plot goal:i) Something useful information.1) Find any clue.2) Take the clue.3) Leave. Leave-task (3) can't be completed after gamer has found and picked up the clue. This way the scenario doesn't complete the current zone/mission. BUT clue can open the next sub-plot zone to be playable throught chapter/region map. Here is couple new screenshots from my incoming mod... I have descriped it properly but not translated. First part is almost ready for releasing - called "(Beta-Demo-)Intro". Now I may say that it has fairly little to do with the Block-system (all zones are in the BlockOrder 1 and starts via BeginZone() commands). RPG? No. It's not 'a free world'. Intro version will be a "Get the hell out"-story and next versions will happen on a small island map. Tight. If my current logo reminds you something what you have seen somewhere before, please report to me... I know it reminds "Space Invaders" and is quite "Evil-Satanic" but so it's supposed. !!SCHWARZT!! I hope this thread helps some one who would like to add sub-plots. Se on moro! Link to comment Share on other sites More sharing options...
Slaughter Posted January 5, 2006 Report Share Posted January 5, 2006 Looks interesting KoMik! Let us know when it's ready for release, and I'll add it to the news section and make a news post. Link to comment Share on other sites More sharing options...
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