Author Topic: Branching and Red-Alert  (Read 1475 times)

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Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Branching and Red-Alert
Relatively simple question: is it possible to set a mission with two branches so that one is a red-alert and the other isn't? I want to be able to set it based on the player's hull strength; if the player's ship isn't damaged much they red-alert to help out somewhere else, if it's low they're recalled to base.
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Offline Nuclear1

  • 211
Re: Branching and Red-Alert
The red-alert SEXP says that a mission can only have one branch if a red-alert is involved. If there was a toggle-debriefing flag or the like, it would be possible to use it with end-mission to simulate a Red Alert in one case, but allowing a debriefing in the other case.
Spoon - I stand in awe by your flawless fredding. Truely, never before have I witnessed such magnificant display of beamz.
Axem -  I don't know what I'll do with my life now. Maybe I'll become a Nun, or take up Macrame. But where ever I go... I will remember you!
Axem - Sorry to post again when I said I was leaving for good, but something was nagging me. I don't want to say it in a way that shames the campaign but I think we can all agree it is actually.. incomplete. It is missing... Voice Acting.
Quanto - I for one would love to lend my beautiful singing voice into this wholesome project.
Nuclear1 - I want a duet.
AndrewofDoom - Make it a trio!

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Branching and Red-Alert
I'd say use 2 different possible triggers to end the mission.

Event A - Hull Above XX Percent
when
-and
--(whatever your determination of the time to do the hull strength check is)
--(a check of if the hull strength is above the certain level)
-red-alert

Event B - Hull Below XX Percent
when
-and
--(whatever your determination of the time to do the hull strength check is)
--(a check of if the hull strength is below the certain level)
-do-nothing
<chained>
Event C - Player May Warp
when
-has-departed-delay
--Alpha 1
--0
-do-nothing

If the hull strength is low, then the player will have the option to warp out and back to base for repair/rearm.  Then, the campaign file would branch to two different versions of the following mission, one which would be a Red Alert mission, with the branch tied to if Event A is true.  The second branch may or may not use a briefing and be tied to Event B being true.
The Trivial Psychic Strikes Again!

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Branching and Red-Alert
The red-alert SEXP says that a mission can only have one branch if a red-alert is involved.

This may not be the case.  IIRC Lightning Marshall 3 used branching red-alert in the last mission.

  

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
    • My old squad sub-domain
Re: Branching and Red-Alert
Use the campaign editor SEXPS, and call the red-alert coming into play to activate a branch change.   :sigh:
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

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