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How do I combine two Missions?

by Pendragon · in Game Design and Creative Issues · 01/29/2008 (10:49 am) · 22 replies

I have two mission files that I want to combine together to make one mission/terrain. How do i do this?

Also, is there any way to combine multiple detail textures in one mission?

One more thing - how do i change the name and description of a mission, as it shows up in the starter.fps menu?

Thank you!
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#1
01/29/2008 (4:07 pm)
If you are using stock TGE, you will not be able to combine multiple terrains together. That kind of functionality requires A LOT of custom coding or patience waiting for "Juggernaut."

You can, however, change the name and description of a mission easily. Look for the MissionInfo object in the editor or script and change the values there.
#2
01/29/2008 (4:09 pm)
OK, thanks. So there's no way to combine missions or terrain in TGE? That sucks... Can make a link in-game so that when you walk over something it loads another mission?
#3
01/30/2008 (5:05 am)
That you can absolutely do. If you want the mission to load when the player walks to a location you can either use a Trigger or load when they cross the Mission Area bounds. Those are the two simplest ways to do it.
#4
01/30/2008 (5:16 am)
OK. One more thing - how do I apply more than one detail texture in one mission/terrain?
#5
01/30/2008 (5:21 am)
Well, you can only place one detailTexture per terrain block. You can, however, add a bumpTexture. In TGE, that is your limit.

When it comes to additional Terrain and rendering affects, one would probably use TGEA.

However, I don't recommend it to newcomers just yet. At least, not until Juggernaut comes out or you get a bit more experience with TGE
#6
01/30/2008 (5:26 am)
What's Juggernaut?
#7
01/30/2008 (5:28 am)
Codename for a TGEA update: Read about it here
#8
01/30/2008 (5:29 am)
Well, not really a TGEA update. You'll have to read the blog to get a good idea of what it is.
#9
01/30/2008 (9:03 am)
Check the link in my last post, try not to hit the "refresh" button in your browser after you post something =)
#10
01/30/2008 (9:05 am)
Wow.. that sounds great. Thank you for your help! (Sorry about double-posting)
#11
01/30/2008 (6:19 pm)
Two more things (thanks for bearing with me here... you can tell I'm a newbie) - How do I change where the player is dropped upon starting the mission? Also, what do I need to be able to "teleport" the player to a different mission? I'd assume a script, but I wasn't able to find anything that looked like what I needed, and I have no idea where to put it all.. I want to make sure I'm not wasting your time - is there some guide or something I should be reading instead of asking you? I've read the getting started guide that came with Torque, but that's about it. Thank you so much!
#12
01/30/2008 (6:43 pm)
Conner, while in game, press F11 to open up the editor. Look for "Player drop points" in the editor tree on the right. There are several drop points within that group. Click on one and find it. Move it to where you want. Delete those you don't want.

Here's a "switch mission trigger" script I use to change from one mission to another. It goes in "starter.fps/server/scripts" and get's "execd" from game.cs.

//Trigger to switch missions

datablock TriggerData (Trigger2SwapMission)
{
tickPeriodMS = 100;
};

function Trigger2SwapMission::onEnterTrigger(%this,%trigger,%obj)
{

%client = %obj.client;
if(!%client)
{
// return if not a client
// we do not want any npc or other players walking into our trigger and seting off the swap mission
return;
}

%ZoneName = "YourMission.mis"; // mission name **** Change me to your mission name****
%SpawnPoint = %trigger.SpawnPoint; // Spawn Point in mission

echo("Zone client:" SPC %client SPC "to" SPC %ZoneName SPC "at" SPC %SpawnPoint);
schedule( 0, 0, loadMission, "game/data/missions/" @ %ZoneName,false,%SpawnPoint);
//If you are using starter.fps, change the path above from game/data to starter.fps/data/

}

That aught to get you going.
#13
02/02/2008 (7:48 pm)
Thank you very much!
I have yet another question - in the world editor, I was texturing a path, and then I came to a big green transparent wall, kind of like the mission boundary, but green. It won't let me do anything outside of that green thing. How do I move it?
#14
02/03/2008 (6:58 am)
In game, press F 11 then F 5 to get to the mission area editor. The red lines show you the mission area. There are buttons to edit the boundries there as well.
#15
02/03/2008 (7:34 am)
I think what Pendragon is talking about is the terrain area limit boundaries.

@Pendragon - Since TGE terrain tiles (repeats), you can only edit within a given area. Once the brush becomes red, you have hit an area of the terrain that has begun to repeat, hence no editing allowed.
#16
02/03/2008 (9:01 am)
Ok. So modifying the size of the mission won't afect tha green line.. I have to use the script that Mike posted above to teleport the player to another mission, where I can keep texturing? Or can I make the squares any bigger?

Also, in the engine features mission, when you run it from the demo folder, there are leaves falling out of the sky, but when I copied everything from the demo folder over to starter.fps, everything (including most of the fires) works, but there aren't any leaves.. How can I add them?
#17
02/04/2008 (6:20 pm)
@Mike -

How do I add the script you game me into a trigger? I put it into notepad, saved it as a .cs file, and put it in the server/data/scripts folder like you said, but when I make a trigger, it won't find the file, only a ton of other script things that I see in a list, which windows search can't find.. I also looked in the game.cs file, but I'm not sure where to add it in there either...

Thank you!
#18
02/04/2008 (7:07 pm)
@Pendragon - From this point on, you might want to start looking at some tutorials that cover the basics of scripting and Torque modding:

My tutorial part
1


My tutorial part 2

My tutorial part 3


Getting Started FAQ on TDN

Go through the tutorials I posted, as well as the TDN. Those should cover how to write the script, where to place it, how to execute it, and how to use what you've written in the editors and game.

I might also recommend you pick up an editor, like Torsion or Codeweaver. Your life will be much easier
#19
02/04/2008 (7:24 pm)
OK, thanks alot. I was trying to figure out the best place to look for stuff like this, and I didn't really know where to start...
#20
02/04/2008 (7:30 pm)
Well, that should get you started =)

Be sure to check out TDN and the Torque forums (public and private) regularly to ask questions and search for solutions.
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