is it possible 2 have it so depending on how you finish a level it would depend on what level it would load next.
eg. 2 exits for a level, depending on which one you go to, it would would then load a different level (1 level, 2 endings#
///////
would two seperate triggers work, depending on which one the player goes to, load a level, code(have no idea)
any1?????
1 level 2 possible endings.
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- williewisp
- First Lieutenant
- Posts: 208
- Joined: Fri May 16, 2003 1:10 pm
- Location: ireland
1 level 2 possible endings.
it's not a time for thinking its a time for drinking!
- williewisp
- First Lieutenant
- Posts: 208
- Joined: Fri May 16, 2003 1:10 pm
- Location: ireland
so that codes holds the data for how many weapons you finished wit and the gamedata, ya, but to call another level once fin.
i not sure on some of this
in the entity box
trigger 1, setthread level1a
trigger 2,setthread level1b
script
level1a:
wait 5
exec global/missioncomplete.scr "mapname"
(how do i call the next level?)
end
level1b:
(same as above)
end
i not sure on some of this
in the entity box
trigger 1, setthread level1a
trigger 2,setthread level1b
script
level1a:
wait 5
exec global/missioncomplete.scr "mapname"
(how do i call the next level?)
end
level1b:
(same as above)
end
it's not a time for thinking its a time for drinking!
in the missioncomplete.scr
exec global/missioncomplete.scr "mapname" "map2" will start the next map the difference is bsptransition and leveltransition the stufftext method is the same as calling a new map in the maplist .
exec global/missioncomplete.scr "mapname" will start the next level andmain local.nextlevel local.bsp:
if ($player.health <= 0)
pause
$player stopwatch 0
if (local.nextlevel != NIL)
{
if (local.bsp != NIL)
{
game.loadout = false
bsptransition local.nextlevel
}
else
{
game.loadout = NIL
leveltransition local.nextlevel
}
}
end
exec global/missioncomplete.scr "mapname" "map2" will start the next map the difference is bsptransition and leveltransition the stufftext method is the same as calling a new map in the maplist .
-
nuggets
- General
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- Location: U-england-K (england in the UK) :P
- Contact:
have in the main thread
level.objective_done = 0
level.total_objectives = * //replace * with all the objectives
have in all of your objectives
level.objective_done++
thread end_check
then at a trigger mulitple where the end is, have
key: setthread
value: end_check_1 and end_check_2 respective
and then
end_check_1:
if (level.objective_done == level.total_objectives)
{leveltransition map1} //replace map1 with 1st map to move to
end
end_check_2:
if (level.objective_done == level.total_objectives)
{leveltransition map2} //replace map2 with 2nd map to move to
end
level.objective_done = 0
level.total_objectives = * //replace * with all the objectives
have in all of your objectives
level.objective_done++
thread end_check
then at a trigger mulitple where the end is, have
key: setthread
value: end_check_1 and end_check_2 respective
and then
end_check_1:
if (level.objective_done == level.total_objectives)
{leveltransition map1} //replace map1 with 1st map to move to
end
end_check_2:
if (level.objective_done == level.total_objectives)
{leveltransition map2} //replace map2 with 2nd map to move to
end
hope this helps, prob not cos it's all foreign 2 me :-/
- williewisp
- First Lieutenant
- Posts: 208
- Joined: Fri May 16, 2003 1:10 pm
- Location: ireland
actually, you know what, i dont think for m5l1a, they used different levels. it was rather, a game. variable that they saved, so in the next level, they knew how many ai to spawn. incase you dont know, anything you assign to a game. object will stay persistent across levels. for example, at the end of mission a, you can create a game object "game.hp = $aiguy.health" then in mission b, you can call the game object "println ("aiguy's health last level was " + game.hp)"
