Mission Bit Requirements

In one of the plugs I'm working on, I want the requirements for the mission string to start to be the completion of two missions (for those of you who are interested, the UE central objective and the Anna Balashova missions in EVO). Is there any way to set two mission bit requirements for a mission? And I don't want the mission to repeat, so the "Mission bit must be clear" slot is filled already. Any ideas?

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" Philosophy, n. A route of many roads leading from nowhere to nothing."--Ambrose Bierce, The Devil's Dictionary

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Originally posted by shayborg:
**In one of the plugs I'm working on, I want the requirements for the mission string to start to be the completion of two missions (for those of you who are interested, the UE central objective and the Anna Balashova missions in EVO). Is there any way to set two mission bit requirements for a mission? And I don't want the mission to repeat, so the "Mission bit must be clear" slot is filled already. Any ideas?

**

Once you have completed the UE objective some worlds previously owned by the Voinians will become free. These worlds will not become free until the player has nearly completed the objective, and therefore you can hard-code your mission to start at one of these words, instead of checking mission bits to see if UE objective has been acomplished. That leaves you with one mission bit to check for the Anna mission.

It aint pretty, but it should work.

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Pontus Ilbring
(url="http://"http://members01.chello.se/warlordpontus/ev")Pontus' EV & EVO Page(/url)

Quote

Originally posted by pontus:
**Once you have completed the UE objective some worlds previously owned by the Voinians will become free. These worlds will not become free until the player has nearly completed the objective, and therefore you can hard-code your mission to start at one of these words, instead of checking mission bits to see if UE objective has been acomplished. That leaves you with one mission bit to check for the Anna mission.

It aint pretty, but it should work.

**

OK, the mission is supposed to start at Outpost Sigma anyway. I was just wondering if there is any other way to do it. Also, does Outpost Sigma form after the UE central objective is completed, or a mission or two before? If it's before, then there's a small gap where someone could go get the mission and see all these (url="http://"http://www.andrew.cmu.edu/user/dsghosh/evosite/shipyard1.html#uecruiser")UE Cruisers(/url) wandering around without having any idea what they are. Oh well, that's what I'll do.

P.S.: Pontus, I had another question too, that you'll probably be the best guy to answer, since you know all that stuff about spobs... 😉 is there any way to make a planet appear after one bit is set, then disappear after another one is set? In other words, can you set a planet to have two visbits in any way? Just wondering, since if you can, it'll help a lot...

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Visit my EVO web site at (url="http://"http://www.evoverride.com")http://www.evoverride.com(/url)!
" Philosophy, n. A route of many roads leading from nowhere to nothing."--Ambrose Bierce, The Devil's Dictionary

Quote

Originally posted by shayborg:
**OK, the mission is supposed to start at Outpost Sigma anyway. I was just wondering if there is any other way to do it. Also, does Outpost Sigma form after the UE central objective is completed, or a mission or two before? If it's before, then there's a small gap where someone could go get the mission and see all these UE Cruisers wandering around without having any idea what they are. Oh well, that's what I'll do.
**

Outpost Sigma is located in the Obron system, and becomes visible once the player completes the mission "Report to UE High Command". The UE objective isn't completed until the player finishes the next mission "Defend Krotun", but it's close enough.

(quote)
**P.S.: Pontus, I had another question too, that you'll probably be the best guy to answer, since you know all that stuff about spobs...:) , you can dedicate one mission bit to whether the planet should be visible or not. Then you create your missions like this:

a & b are normal mission bits
x is the bit dedicated to the spob

Mission I sets mission bits a and x, thus showing the spob.
Mission II sets mission bit b, and clears mission bit x, thus hiding the spob again.

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Pontus Ilbring
(url="http://"http://members01.chello.se/warlordpontus/ev")Pontus' EV & EVO Page(/url)
**

(quote)Originally posted by pontus:
**First, it's not spobs that have visbits, systs do, and a syst can only have one visbit. But fear not:D

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Visit my EVO web site at **(url="http://"http://www.evoverride.com")http://www.evoverride.com(/url)****!
" Philosophy, n. A route of many roads leading from nowhere to nothing."--Ambrose Bierce, The Devil's Dictionary

And you can do the same thing to make a mission which can't begin until two other strings are complete — have an early mission set a bit you are not using (before the strings split). when you reach the missions immediately prior to the 'reuniting' mission, have one string set the bit which will be 'bit required to be set' and the other mission clear the bit which will be 'bit required to be cleared'. You then set this bit again in the new mission, thus preventing repeats.

If you want the player to keep the mission open (for dramatic effect), use the Visbit method as described in previous posts. If you want it to work invisibly, use this method.

Regards

Martin

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M A R T I N • T U R N E R

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Originally posted by Martin Turner:
**And you can do the same thing to make a mission which can't begin until two other strings are complete — have an early mission set a bit you are not using (before the strings split). when you reach the missions immediately prior to the 'reuniting' mission, have one string set the bit which will be 'bit required to be set' and the other mission clear the bit which will be 'bit required to be cleared'. You then set this bit again in the new mission, thus preventing repeats.

If you want the player to keep the mission open (for dramatic effect), use the Visbit method as described in previous posts. If you want it to work invisibly, use this method.

Regards

Martin

**

But the "mission bit must be clear" slot is already filled so the mission doesn't repeat.

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Visit my EVO web site at (url="http://"http://www.evoverride.com")http://www.evoverride.com(/url)!
" Philosophy, n. A route of many roads leading from nowhere to nothing."--Ambrose Bierce, The Devil's Dictionary

Already filled by what?
You have to decide what you fill it with.

Think of it another way. You have a mission that requires bit 52 set, bit 53 clear, and sets bit 53 when it's finished to prevent it repeating. You can set multiple bits, so make it set bit 54 as well.

To make the string-join work, a very early mission sets bit 53, meaning that the string-join mission can't start until it's cleared again, even if another mission sets 52.

When one mission has set 52, and another mission has cleared 53 (remember you can set or clear multiple bits), your mission is ready to start. It won't repeat because it's setting bit 53 when it finishes (or, in EVO 1.0.2, when it starts if you like).

To move onto the next mission, make bit 54 required set (don't use 53 because the mission would be available right at the start of the game).

Hope this clarifies

Regards

Martin

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M A R T I N • T U R N E R

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Originally posted by Martin Turner:
**...(fill space with a lot of really useful stuff)...
**

Oh, I get it now...that'll work even better! Thanks a lot, Martin! 😄

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Visit my EVO web site at (url="http://"http://www.evoverride.com")http://www.evoverride.com(/url)!
" Philosophy, n. A route of many roads leading from nowhere to nothing."--Ambrose Bierce, The Devil's Dictionary