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I've figured out SP map objectives... kinda


danrobjim

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Ok if anyone out there already knows how to do this already let me know, before I spend any more time working it out:

 

Ok, it's now 2:30am I need sleep. I hope someone else can use what I've found out to finish off the job.

 

In the asset1.pk3 file in the strips directory there is a file called objectives.sp, which contains all the missions objectives for the game in the following format:

---------------------------------------------------------------

VERSION 1

CONFIG W:\bin\striped.cfg

ID 8

REFERENCE OBJECTIVES

DESCRIPTION "the objectives... duh..."

COUNT 58

INDEX 0

{

REFERENCE KEJIM_POST_OBJ1

TEXT_LANGUAGE1 "Investigate the abandoned Imperial outpost."

TEXT_LANGUAGE2 "Fouiller l'avant-poste impérial."

TEXT_LANGUAGE3 "Verlassenen imperialen Außenposten untersuchen."

}

INDEX 1

{

REFERENCE KEJIM_POST_OBJ2

TEXT_LANGUAGE1 "Engage Remnant forces in the area."

TEXT_LANGUAGE2 "Attaquer les forces Impériales dans cette zone."

TEXT_LANGUAGE3 "Truppen der Hinterbliebenen angreifen."

}

-------------------------------------------------------------------------

 

 

It goes on for 58 entries. Now if you add the following line into your code:

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", "KEJIM_POST_OBJ1");

then it will display "Investigate the abandoned Imperial outpost." in the missions screen, and this works for all the codes already in the objectives.sp file.

 

 

What I've been unable to work out was how to add new objectives in. I tried simply placing a file in the strips directory called newobjectives.sp with the following in it:

 

---------------------------------------------------------

VERSION 1

CONFIG W:\bin\striped.cfg

ID 8

REFERENCE OBJECTIVES

DESCRIPTION "the objectives... duh..."

COUNT 1

INDEX 0

{

REFERENCE TEST_OBJ1

TEXT_LANGUAGE1 "Test objective."

TEXT_LANGUAGE2 "Fouiller l'avant-poste impérial."

TEXT_LANGUAGE3 "Verlassenen imperialen Außenposten untersuchen."

}

----------------------------------------------------------

 

 

But this would not work. I played around with different filenames, but nothing worked, so I'm guessing the file needs to be loaded from somewhere, but I was unable to find out where. I also tried changing the index number so it was 59, in case it was something easy like that but this too made no difference.

 

I think I included everything I tried (it is late though, I could still be missing something obvious), so that's it. If you want to use exisiting objectives you now can, but anyone who can build on this is highly encouraged to. Maybe you could work out how to add new ones ready for when I wake up :)

 

Dan

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When I made a costum shader file for a sky I had to put both the shader and the bsp in a pk3 to make it work. You could try to do that, ie put a sp bsp in maps/ in your pk3 and an objectives.sp in strips/

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Originally posted by Gesthal

When I made a costum shader file for a sky I had to put both the shader and the bsp in a pk3 to make it work. You could try to do that, ie put a sp bsp in maps/ in your pk3 and an objectives.sp in strips/

 

Good idea. But don't forget, you don't have to do that, you can use sv_pure 0 ;)

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Where can exactly do I have to add

 

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", "KEJIM_POST_OBJ1");

 

? The console, bsp file or what?

 

>>You could try to do that, ie put a sp bsp in maps/ in your pk3 and an objectives.sp in strips/

 

That will "overwrite" the other objectives.sp AFAIK. So you should copy the orignal file and add your own mission objectives.

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you add the line to your script file, which you then have to compile using the EF BehavED.

 

I've tried using the original file with extras and overwriting it, but that didn't work either (I'll try it again though, it was v. late when I tried it. I'm at college at the mo, but I'll give it a go in a bit)

 

I also tried dropping it into a pk3 file, but to no avail.

 

Dan

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The code is NOT bound to the objective name!

 

e.g. when you want to load "KEJIM_POST_OBJ3" the program code will search for this and somewhere link to

"INDEX 52"

 

So you can only use the given objectives until someone ( / Dan ;) ) finds the link in the source code...

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How to accomplish the mission objective (looked at the orignal kejim scripts, tried it that way and it worked!):

 

//Generated by BehavEd

 

rem ( "comment" );

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", "KEJIM_POST_OBJ1" );

 

 

make an extra scriptfile and link it with target_scriptrunner... done :D

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You can also use:

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_HIDE", "KEJIM_POST_OBJ1" );

 

to take objectives out of the list.

 

 

I've just got back from college and am gonna have dinner, after that I'll start looking into ways of adding your own objectives.

 

If you have any ideas of how to do it but can't do it yourself my email is dan@sitonthat.co.uk, MSN is danrobjim@hotmail.com or ICQ is 158386712

 

 

Dan

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  • 3 months later...

yeah this is pretty old stuff actually; you cant add new ones or rename the reference tags; they are probably defined in code somewhere

 

so basically, your stuck with 58 entries that you cant rename the tags for. :p

 

I don't see what's wrong with just altering the text in the existing ones, though..

 

yep, it sucks but so far thats the way around it

 

oh yeah, and i think some of the last ones are reserved for ones that display special things (like the codes and stuff), although i havent messed with it too much

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Originally posted by jipe

I'm fairly positive you can't add new ones, but who knows? I don't see what's wrong with just altering the text in the existing ones, though..

 

What if you add new things to the objectives.sp and add new things to the gamesource things that ICARUS uses for the names and stuff?

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I haven't read this whole post just yours (dont have the time) and there are some errors in your code, sorting them out may result into a working test objective:

 

 

VERSION 1

CONFIG W:\bin\striped.cfg

ID 8 <-- new objective so that takes 8 +1 = 9

REFERENCE OBJECTIVES

DESCRIPTION "the objectives... duh..."

COUNT 1 <--------- should not be 1, the strip file counts 58 objectives default adding 1 more makes it 59.

INDEX 0 <---- index should be index 9 cuz the highest was 8

{

REFERENCE TEST_OBJ1

TEXT_LANGUAGE1 "Test objective."

TEXT_LANGUAGE2 "Fouiller l'avant-poste impérial."

TEXT_LANGUAGE3 "Verlassenen imperialen Außenposten untersuchen."

}

 

 

U only have to modify those things and when u add a new objective only add the lines from INDEX YOURNR bla bla to the "}".

 

Logical thinking is your friend.......

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Subject452: He created an entirely new objectives.sp file, so it wouldn't have the standard JO lines in it. Thus everything would be correct, except JO only recognizes the standard 58 lines, so we're stuck with modifying text.

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Originally posted by jipe

I'm fairly positive you can't add new ones

 

Completely wrong. In fact I KNOW that it is entirely posable, and I'm working it out. How do I know? Go to http://www.massassi.com, go to levels, Jedi Outcast single player, and download The Emperoirs Courtyard. Run it, open it, and he has objectives, and they work perfectly. I dug through it, and I found that objectives file, and he replaced the first four, and thats all I've found so far, but I'm working on it. (BTW, I'm not trying to be rude just makeing absolutly sure my point get across:) )

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can somebody tell me what program do i open objectives.sp in
NOTEPAD! all hail the most important program ever ever made!

 

and, Yun the Sith, he probably just replaced the strings for that, which we already know how to do. (i would d/l it and check, but i didnt like villa any so im not gonna d/l a 6meg file for nothing)

 

and, yes dvader28, we know that already. the thing is, is there a way to make new REFERENCE TAGs

 

jipe: Subject452: He created an entirely new objectives.sp file, so it wouldn't have the standard JO lines in it. Thus everything would be correct, except JO only recognizes the standard 58 lines, so we're stuck with modifying text.

Subject452: creating a new objectives.sp will overwrite the excisting one, thats a big nono in my book.

yeah, well i dont think JO can read the objective reference tags from a modified objectives.sp anyway

 

What if you add new things to the objectives.sp and add new things to the gamesource things that ICARUS uses for the names and stuff?
that's a cool idea, so maybe the reference tags are defined in the objectives.h file you mean? that may work, but can you compile an edited one for a SP mod?
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