09-23-12, 04:00 PM
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#9
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Navy Seal 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
Originally Posted by Trevally.
I can change some of it
The cinematics, objective names and some actions would have to stay as they are scripted into the mission:-
Code:
def ShowNextObjectives( objective ):
name = objective.ObjectiveName
if name == "ReachObservationPeriscopeObjective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "RotateObservationPeriscopeObjective" ), False )
if name == "RotateObservationPeriscopeObjective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "LockOnFirstShipObjective" ), False )
if name == "LockOnFirstShipObjective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "FireTorpedoObjective" ), False )
if name == "FireTorpedoObjective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "SelectNextTorpedoTubeObjective" ), False )
#
if name == "Sink the ship or fire all 4 torpedoes":
#Mission.SetObjectiveAsHidden( GetObjectiveByName( "Sink 2 more ships to complete the objective" ), False )#it's done by triggers
Mission.SetObjectiveAsHidden( GetObjectiveByName( "OpenTAIObjective" ), False )
if name == "OpenTAIObjective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "PlotCourseToSecondShipObjective" ), False )
if name == "PlotCourseToSecondShipObjective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "Reach second ship area" ), False )
if name == "Sink 2 more ships to complete the objective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "Dock at Kiel" ), False )
Mission.SetObjectiveAsHidden( GetObjectiveByName( "OpenNavigationMapObjective" ), False )
if name == "OpenNavigationMapObjective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "PlotCourseToKielObjective" ), False )
if name == "PlotCourseToKielObjective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "SetTimeCompressionTo1024Objective" ), False )
if name == "SetTimeCompressionTo1024Objective":
Mission.SetObjectiveAsHidden( GetObjectiveByName( "ReachKielObjective" ), False )
ShowFeedbackForAllObjectives()
But these are set within an mis file and I can change that.
So we would need to come up with a tutorial that had the following points:-
- goto obs scope
- rotate scope
- lock on target ship
- fire torps
- sink ships or fire x4 torps
- open TIA
- plot course (set waypoint)
- sink 2 ships
- use nav map
- plot course to Kiel
- set tcx 1024
- reach Kiel
So many of these things are fixed, but some can be changed:-
- Targets
- map zones (possitions)
- more or less units - any type

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I don't get it Trevally.
Since the tutorial mission is scripted, can't its script be changed as you did with regular campaigns? Besides being scripted in the mis file, are the fixed requirements hardcoded somewhere in the game code?
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