Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on January 11, 2004, 02:19:13 am

Title: Debrief music
Post by: diamondgeezer on January 11, 2004, 02:19:13 am
I know something like this has been discussed before but I seem to remember that problem being the opposite of this one - when I jump out with incomplete objectives, the game plays the successful debrief music. This is bad, as the mission went tits up and Command pulled the player out. What up wit dat?
Title: Debrief music
Post by: Lightspeed on January 11, 2004, 06:34:14 am
no idea, it works here, AFAIK.
Title: Debrief music
Post by: diamondgeezer on January 11, 2004, 09:21:47 am
Er... then am I doing it wrong? It's a single mission run from the tech room. There's one objective, which fails because the player is ordered out before he gets a chance to complete it. Am I supposed to manually fail the objective in the events editor to get the appropriate music? I though an incomplete event or goal or whatever at the end of a mission automatically became false...
Title: Debrief music
Post by: TopAce on January 11, 2004, 10:20:18 am
The debriefing plays 'success' music when the campaign allows you to proceed. As far as I know. This is a reason I always get the 'success' music while the debriefing is saying : 'The Colossus has been destroyed. . .'

Maybe an additional option in the Debriefing window. I don't think it would be a difficult one.
Title: Debrief music
Post by: diamondgeezer on January 11, 2004, 10:22:09 am
To be honest that might save a lot of ****ing about. You can assign music in every other 'brief' editor. Beats the **** out of me why V never put such a menu in to the debrief...

Jesus Christ, two threads in a row where I've agreed with TopAce... maybe there is hope :D
Title: Debrief music
Post by: Goober5000 on January 11, 2004, 12:39:45 pm
In the campaign:
If you cannot proceed, the failure music is played.
If you can proceed but some primary objectives are failed, the half-failure music is played.
If you can proceed and all primary objectives are satisfied, the success music is played.

-->Thus, for missions where there was a disaster but you can still proceed, the mission designer should make sure that some primary objective was failed.  If you have a situation like where the Colossus was destroyed but the success music still plays, it's the fault of the mission designer.

I'm less sure about what happens in the single-mission simulator, but Phreak and I both added some stuff to make the proper music play.  I'm not sure if we cancelled each other out, though.  The incomplete objectives are supposed to be forced to false, but try failing them and see what happens.
Title: Debrief music
Post by: CP5670 on January 11, 2004, 03:28:25 pm
I have just been putting in the music filename for the debriefing voice in each stage for my missions. This allows you to effectively set a different debriefing music for each stage. The disadvantage is that the music does not loop itself and stops playing if you go into the stats screen, but I think the trade-off is worth it.

Quote
This is a reason I always get the 'success' music while the debriefing is saying : 'The Colossus has been destroyed. . .'


Yeah, I remember thinking that this must be a bug when I played the campaign for the first time. Petrarch is all gloomy about the destruction of the Colossus and there is this upbeat success music playing in the background. :rolleyes:
Title: Debrief music
Post by: aldo_14 on January 11, 2004, 05:17:19 pm
Don't tell me this means we need to find an alternate debrief music that is neutral....................bleh.