Hard Light Productions Forums
Modding, Mission Design, and Coding => The Scripting Workshop => Topic started by: WMCoolmon on January 12, 2008, 03:49:36 am
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I don't know if these still work, but I found and thought it might be interesting as a "Did you know?"
http://fs2source.warpcore.org/temp/wmc/StarWars_MainHall.avi
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cool
thats something i dont think i figured out how to do.
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I don't have the script but it boils down to more or less:
$On Frame: [
mn.simulateMission()
mn.renderMission()
]
Or something like that.
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Awesome. I've been waiting for this. I've already tried making a movie and compiling ani then putting this into mainhall but this idea is much better. How Can I test this option? :D
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IIRC there is the downside that game has to load the mission... so the loading time is increased by the amount of time needed to load that particular mission.
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Ahh right, that's what I'm forgetting...good ol' mn.loadMission(). That's not per-frame, though. :p
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Guys, I really don't know scripting. I just want to set it up ;) Can anyone tell me how to do it?
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If memory serves,
#Conditional Hooks
$Version: 3.6.9
$On Game Init: [
mn.loadMission("yourmission.fs2")
]
$State: GS_STATE_MAIN_MENU
$On Frame: [
mn.simulateMission()
mn.renderMission()
--Alternate mainhall rendering code
]
+Override: true
#End
That reminds me that I need to add some kind of 'global' conditional for use in situations like these.
EDIT: Added section headers. Also, I'd consider the functions more or less experimental. It's been over a year since I unveiled them and they got publicity, so I might have to fix a few bugs before they'll work properly again.
There are also some important limitations to their use. You need to create an alternate mainhall in order to actually be able to see the mission. I might have the original script that I showed it off with, but I'd have to do some digging to find it. If you're seriously interested in using this I can probably find it (or remake it).
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You know, that's something that could help many people to make easy their own mainhalls.
I've got also other idea - animated interface. If interface files will be properly remade (I mean alpha channel or transparency) will be possible to do animated-mission interface backgrounds?
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Yes, animated interface art is possible, and AFAIK alpha channel support is enabled. You will have to show the correct frames of the animation manually, by using gr.loadTexture() and indexing the texture handle (with []) using the FPS, number of frames left, and ba.getFrametime() (which tells you how many seconds have passed). It's not that hard to do.