Page 1 of 2 12 LastLast
Results 1 to 10 of 14

Thread: MP forced debriefing

  1. #1
    Hi
    How do I make a debriefing to take place for a player that has been killed in MP. Actually I copied the onplayerkilled.sqs, death1.sqs, deathdefault.sqs from the scripts.pbo but the camera loops and the enduserdialog doesnt appear. is it in these scripts that I have to change something ?
    I would like to have either a forced debriefing or a end dialog like in SP.
    THX
    Chi Va Piano Va Lontano

  2. #2
    ?not alive player : forceEnd

  3. #3
    I just put forceEnd at the end of the cutscene script death.sqs after camDestroy command, I exported to multiplayer missions but it didn't work : after the cutscene ended I could only see my dead body.

  4. #4
    First Sergeant
    Join Date
    Aug 31 2002
    Location
    Tromsř, Norway
    Posts
    850
    I don't think it works to copy the scripts from the scripts.pbo to your mission, the game will still use the one in the .pbo. That means you'll have to edit the script in the .pbo, but not many would play a mission where you have to edit the original files for the game just for one single mission.
    \"Va det opp te mæ skulle dokker ha vært på ishave og ronka kobbekuk, førbainna søringsatana, så kunne dokker ha sotte å konfigurert dokker sjøl utavhælvettes langt oppi de utpulte ræven dokkers at dokker måtte sjite utav øran neste gang dokker måtte på dass, og når dokker va færdi me det, så sku æ personlig ha kommen å formatert trynan dokkers, å så innstallert skanken oppi baillhånka dokkers så dokker pesse røde serienummer.\" - Sint fisker...

  5. #5
    I didn't say anything about having any scripts in your mission directory, especially not single player scripts extracted from scripts.pbo that are not relevant for MP games. Just make a trigger:

    condition: not alive player
    onActivation: forceEnd

  6. #6
    Maybe you didn't understand that I'm making a multiplayer mission.
    If I make a trigger like that the whole game will stop for all players no ?
    What I search is to put an end to the cutscenes when the player dies, for example the debriefing notepad appears on screen or anything else but I don't want to use spectating scripts as it's a c&h not a coop.
    I want to make this because when the player dies in multiplayer and the cutscenes are running he can still chat with others even in side channel (side channel didnt work when I tested it on my computer only the global worked).
    This is a mission for MP not SP.
    Thx for any idea

  7. #7
    I found an equivalent solution to avoid information leak :
    I will just set up a loop in cutscenes to show images from all Nogova instead of centering the camera on player death location.
    But if you can find a solution to what I said earlier it will be great too.

  8. #8
    Quote Originally Posted by [b
    Quote[/b] ]Maybe you didn't understand that I'm making a multiplayer mission.
    Maybe you missed the fact that I can read and understand english just fine.

    Quote Originally Posted by [b
    Quote[/b] ]If I make a trigger like that the whole game will stop for all players no ?
    I don't think it does. I haven't tried it though. Of course, if you're playing on non-dedicated it ends the mission for all when the player who's hosting the game dies, at least when he exits the debriefing.

  9. #9
    First Sergeant
    Join Date
    Aug 31 2002
    Location
    Tromsř, Norway
    Posts
    850
    Quote Originally Posted by (Metal Heart @ Aug. 19 2006,09:09)
    I didn't say anything about having any scripts in your mission directory, especially not single player scripts extracted from scripts.pbo that are not relevant for MP games. Just make a trigger:

    condition: not alive player
    onActivation: forceEnd
    Reading that, it is quite clear he understands it's MP

    Quote Originally Posted by [b
    Quote[/b] ]If I make a trigger like that the whole game will stop for all players no ?
    'player' refers to the unit that the client is. Since 2 people can't be the same unit, 'player' never refers to the same unit on 2 clients. Therefor, if me and Metal plays, and I die, then the trigger would be activated on my computer because 'not alive player' is true on my computer. Since metal is another unit, which still is alive, 'not alive player' is false on his. Though, as he said, if it's not a dedicated server it'll proably cause some problems when the one hosting dies.

  10. #10
    It seems clear..
    but what do I put instead of **player** ?
    Is player a game variable ?
    Do I have to put a trigger for each unit with its name ??

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •