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I've read through the Nova bible and looked at the Control Bits, as well as the section for desc. There doesn't seem to be a written method of dividing up the text into seperate windows.
Is there a command that I can put into a desc file that will request you to press the OKAY button before continuing?
Here is the idea:
blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah
(OKAY)
blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah
I was rather hoping I could do this without making separate misn files.
I can imagine making several misn files that use the Brieftext and set a bit. When you click OKAY, the mission is complete and a bit is set, where by another misn that is checking for that bit comes up with Its Brieftext and sets a bit. etc, etc, etc.
It sounds rather cumbersome, and I was hoping to find another method.
------------------ Ivanova: "I can only conclude that I am paying off karma at a vastly accelerated rate."
(This message has been edited by Vast Deathmaster (edited 03-20-2003).)
I'm sorry to inform you that there is no way, to do so.
Make seperate missions. With the Sxxx operator.
Entarus,
------------------ -Nothing lasts forever- (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=9&SUBMIT;=Go&urgaylol;=yes")EV Developer's Corner(/url) (url="http://"http://www.apple.com")iMac, Therefore, I am(/url) (url="http://"http://www.ariossoftware.com/upcoming/")EVONE 1.0.0, the plugin editor for EV/EVO/EVN(/url)
(This message has been edited by Entarus (edited 03-20-2003).)
The only way I know of that requires the player to click okay is going from desc to desc within a mission. Example for clarity: Mission offer, accept text, cargo load --> cargo drop, mission success. Guessing you already know this though. But if not, there you go
------------------ I used to jog but the ice kept falling out of my glass. (url="http://"http://www.0three0.net/evn/RONIN.sit")RONIN(/url) - A new breed of Bounty Hunter
If you want more text you do need a different mission, but you don't need to set any bits like in EV and have them offered. Just have them be empty auto-aborting missions, with nothing in their onAccept, onAbort, or onSuccess fields. Set their availability to 0. Then, as Entarus suggested, call them through an Sxxx operator in the onAccept field of the first mission. These will serve to do nothing but further the written story.
------------------ "Was it love, or was it the idea of being in love?"-Pink Floyd "Peace is not an absence of war, it is a virtue, a state of mind, a disposition for benevolence, confidence, justice." -Baruch Spinoza Russell for President 2020!
Quote
Originally posted by Russell Quintero: **If you want more text you do need a different mission, but you don't need to set any bits like in EV and have them offered. Just have them be empty auto-aborting missions, with nothing in their onAccept, onAbort, or onSuccess fields. Set their availability to 0. Then, as Entarus suggested, call them through an Sxxx operator in the onAccept field of the first mission. These will serve to do nothing but further the written story.
**
Thanks guys. This is a lot clearer now. I was originally going to post "Hey, I found out how to do it!"
Misn 163 is a good example that puts a couple of text windows up after the OKAY click.
A few months back I had been asking how the Vellos Bar missions started, and now I understand.
Aww, the heck with it. I'll work on it some more (just in case someone read this)
OK, now I give up. Missions 1 & 4 work just fine. #2 does not have a completion. You accept it, and it opens the next mission (Sxxx in the onaccept field) and the other settings. #3 mission is just more text in the Brief field and another Sxxx to load #4 mission. What I get is #2 then #4, then #3, then #2 again.
I've tried a variety of things, but mainly end up with mission number 2 never ending (even when this whole thing is run through, I can look in the pilot file and see the secon mission not complete).
As you can see I have typed and retyped this message.
I want all of this to take place "planet-side"
That means I need the run immediately bit (Sxxx) but I just get missions that run out of order (there are only three missions in this little scene) and missions that repeat themselves (or rather the text)
I can make this one large scrolling text, but that doesn't look right when you move from the space port to a room and back to the bar.
Sometimes I tend to overdo things, so I could shorten this to one little mission instead of two missions with text in between. But I sure would like to know what the heck I am doing wrong.
(This message has been edited by Vast Deathmaster (edited 03-26-2003).)
First off, it will only display the accept text. Just making sure you knew that. Secondly, make sure that missions 1 through 3 are auto-aborting. Mission 4 will have the actual destination and ships and stuff. So, to recap:
Mission 1: Available 100% Avail bit test no destination/objectives/ships offer text, accept text, refuse text auto-aborting onaccept > start mission 2
Mission 2: Available 0% no destination/objectives/ships more accept text auto-aborting onaccept > start mission 3
Mission 3: Available 0% no destination/objectives/ships more accept text auto-aborting onaccept > start mission 4
Mission 4: Available 0% mission destination/objectives/ships/etc more accept text complete text, load text, dump text compbit/shipdone/etc bit set
Hope that works!
------------------ Eat blazing electric death! (url="http://"http://www.evula.org/infernostudios/ept/")Unofficial EV Port(/url) Beta 2
(quote)Originally posted by SpacePirate: **First off, it will only display the accept text. Just making sure you knew that. Secondly, make sure that missions 1 through 3 are auto-aborting. Mission 4 will have the actual destination and ships and stuff. So, to recap:
Hope that works! :frown:
Just as a test, I also checked pay on auto-abort** for mission 1. The character only gets paid when the that mission is run a second time.
It might be best to set the start mission bits in the onAbort field which is evaluated on the auto-abort. It might be having problems with them all runing at the same time.
------------------
Ooh, something I just thought of - remember those video games that ask you if you understand? You can ask the player this question like this, and if he says "No", just recycle through the text.
------------------ Drugz onli kil teh baad brayn sellz (url="http://"http://dowism.blogspot.com/")Dowism(/url) Proud member of WIRP
(quote)Originally posted by Starkiller: **Ooh, something I just thought of - remember those video games that ask you if you understand? You can ask the player this question like this, and if he says "No", just recycle through the text.;)
------------------ Ivanova: "I can only conclude that I am paying off karma at a vastly accelerated rate." **
Originally posted by Andcarne: **It might be best to set the start mission bits in the onAbort field which is evaluated on the auto-abort. It might be having problems with them all runing at the same time.
Last Night I got fed up with this whole problem, so I got rid of the middle mission. My brieftest on the second mission got longer, but I thought I could work with it.
However when I put the S bit in the OnAbort field instead of the On accept field, the first mission ran twice, before It ran the second final mission.
I ran a debuglog.txt before I ran your suggestion here is what it said (more or less)
playing game land on spob 236 (Veneria) offer mission Where (970) beginning mission Where (970) evaluating ncb set string 'S977' (auto-aborting mission Where (970)) beginning mission Return Home (977) paused
No, you see, that is my point. IIRC, it automatically accepts the mission when you use the Sxxxx field. So you need to have the text in the accept text field. If you want, you can email me the resources, and I can see what I can do.
Thanks for the offer, I may take you up on it.
I shortened my mission a little and made one end on the planet and the next mission start in the Bar. I was getting too frustrated with things not working so I works now.
The wierd part. I have desc files 4372 (misn # 500) When I set the Brieftext field to 4372, the text runs twice. When I rename it to 5372 (without renumbering the desc file) it runs fine. It's wierd that it pics up the text even though I am pointing to a number that doesn't exist.
What I will do is put this thing together in a non-working copy and email it to you.
I have other issues which I compromised on, More things I don't understand completely.
Next stop: Cron events
All right... I sat down and figured it out once I got home. Here's what you've gotta do:
Mission 1: misn 970
Available x%
Avail bit test
no destination/objectives/ships
offer text, brief text
auto-aborting
on abort > S975
Mission 2: misn 975
Available 0%
more brieftext
on abort > S977
Mission 3: misn 977
mission destination/objectives/ships/etc
more brief text, complete text, load text, dump text, etc.
compbit/shipdone/etc bit set
Apparently, the Accept text I was talking about was the same Brief text you were talking about. Sorry 'bout the confusion, but this worked for me, and should work for you as well.
The desc 4372 is the default text, which is shown when the mission is offered. Because you added the same desc to the brieftext, which displays when you accept the mission, it showed it once to offer it, and once because you offered it. When you change the brieftext to 5372, it displays the original once, as the offer text, and nothing when you accept because the dësc doesn't exist.
Feel free to ask anything else.
(This message has been edited by SpacePirate (edited 03-27-2003).)