Nexus Modding > Scripting
Campaign Scripting
Mularac:
hey, I'm having a bit of an issue here. How the hell do you make the game show the pre-mission screen? the one with the ship configuration option and such. I couldn't find anything in any of the campaign folders I have (Original and new conflicts), in my campaign the game just skips that part and plays the 1° mission, as determined in the RULE event MissionEnter.
Anyone?
Arparso:
I did some experiments and it seems, the mission screen will be skipped, when there's no briefing to show. Just include something like that in your rules file for that particular mission:
--- Code: ---RULE event MissionPlayBriefing
condition ActEpisode=1&ActMission=1&E.index=1
:action
uPlayBriefing("[i]myBriefingName[/i]", 0);
:end
END
--- End code ---
... and make sure you actually have a valid briefing file with that name. If that's the case, the player won't jump directly into your first mission but will be able to alter fleet loadouts and look at your pretty star system ;)
Mularac:
oh... that explains a lot, thanks!
Mularac:
I have an other issue. When I click on the fleet loadout icon I get a ctd just when I'm about to enter it, and I think it's related to the game not knowing which ships should it load out... how does the game know which ships should appear in the fleet loadout screen?
The Old Dragon:
I had this issue too on my previous attempts at this, didn't manage to fix it back then I'm afraid and haven't got back to it yet.
But as for 'how the game knows'...
I'll hazard a guess that it's to do with the "uSetParent" command. Here's the example from the first original mission...
--- Code: --- Stiletto := uGet("ship_Stiletto");
Stiletto:uSetParent(uGetPlayersFleet());
--- End code ---
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