Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Cuttenslise on January 07, 2003, 07:37:48 am
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Can something be done within the SCP to allow you to change the debriefing music? Something along the lines that if certain goals (or events) were met, you would get cheerful music, if you failed the mission you would get sad music etc.
Perhaps treat it the same way as a debrief, allowing you to select debrief music based on Sexps.
The default FS2 way of giving you seemingly random debriefing music is a bit naff.
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mmh? I always thought it was that way already? never really paid attention tho I admit.
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It is done that way already. i.e. - all goals completed, you get succcess. ANY primary obj. failed and u get the failure music.
What would be nice would be to get the mission simulator to do the same thing... :doubt:
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I confess that I have never noticed that. I'll give it a whirl.
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There are three debriefing music. Failure, Quasi-Failure, Success. I forget what exactly participates the "Quasi-Failure". Probably one of two main objectives completed for instance. But yeah, thats how it works.
Not in the simulator tho. Thats broken.
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The way it works is that it checks the campaign status. If the player can proceed to the next mission and all primary goals are complete, it plays the success music. If the player can proceed and not all primary goals are complete, it plays the quasi-success/failure music. If the player cannot proceed, it plays the failure music.
In the mission simulator, the player can never proceed to the next mission (since there is no next mission). So the failure music always plays.
It would be a very simple thing to fix - just test to see whether the player is in a campaign or not. If the player isn't in a campaign, then play the success music if all primary goals are complete and the quasi-success/failure music if they aren't.
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Can you fix that then please, Goober? It's just one of those little things that irritates me immensely.
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I think so. It's a five-minute fix - but you'll have to wait until the next build comes out in order to use it. :doubt:
EDIT: Fixed. I'll commit after I test it.
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it IS the little things that make and break games...
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True. It was an insanely easy fix, too - just requiring a few keystrokes. Somebody at Volition was a little bit lazy... :nod: