Author Topic: Death to Debriefing  (Read 4296 times)

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Offline Lorric

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I want my mission to go to a debrief on the death of the player.

Telling it to end the mission on the death of the player's ship does work, but it takes way too long. Too long for the player to realise that there will be a debrief on their death.

( is-destroyed-delay
- 0
- Player's ship

- End mission )

Is there any way to speed this up? Ideally with the debrief screen appearing immediately on the player's death, or at least before the options menu appears.

 

Offline Droid803

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try hits-left i haven't tried it myself but it might offer a different result if you trigger off hits left <= 0 (or maybe <1)
(´・ω・`)
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Offline Lorric

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try hits-left i haven't tried it myself but it might offer a different result if you trigger off hits left <= 0 (or maybe <1)

I'm sorry, I'm struggling with how to use hits-left to set up an sexp that the computer likes. How would you set it up, if you don't mind?

 

Offline Droid803

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try


op when
      op <
           op hits-left
                Salad Alfalfa 1
           1
      op end-mission

?

dude bro you gotta skate bro
(´・ω・`)
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Offline Black Wolf

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First, set the player's ship to be "ship guardian" in the ship editor so that you'll take damage as normal down to 1%. Then, set up an = sexp (when, =, hits-left, Alpha 1, 1, end-mission). You might instead want to use a fade out sexp to white or red.

[EDIT]Ninjaed
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Offline mjn.mixael

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The unsaid here is that you can't have anything trigger when the player actually dies. At that point it's too late. FSO stops running events.
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Offline karajorma

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The unsaid here is that you can't have anything trigger when the player actually dies. At that point it's too late. FSO stops running events.

I don't think it does actually. I'm pretty sure I've gotten

( is-destroyed-delay
- 3
- Player's ship

- End mission )

to work before. I used that to allow the player to see the death roll and then end the mission before the option to replay appeared. If that's not working now, something changed.
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Offline Lorric

  • 212
try


op when
      op <
           op hits-left
                Salad Alfalfa 1
           1
      op end-mission

?

dude bro you gotta skate bro

I asked you in the other thread what "skate" means.

Thanks for the answer, but I might be able to get around the need for this another way. I'm trying to make a branching campaign (the idea is for the missions to be loose in the mission folder, but with instructions on which one to play next in the debriefing, or to tell you you lost.) Maybe I just need the instructions in the briefing instead. Not as desirable, but it will do. And it's only a problem if the mission ends in the player's death, otherwise I still get what I wanted.

The <. I didn't realise that that's what it was.

The unsaid here is that you can't have anything trigger when the player actually dies. At that point it's too late. FSO stops running events.

I don't think it does actually. I'm pretty sure I've gotten

( is-destroyed-delay
- 3
- Player's ship

- End mission )

to work before. I used that to allow the player to see the death roll and then end the mission before the option to replay appeared. If that's not working now, something changed.

I gave this a try too. It just took longer to end the mission.

 

Offline Black Wolf

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Not sure if it's related or not, but I reported a mantis bug that Goober has since resolved where sexps stopped firing after the warpout sequence started. Not the same as death, but if they are related, it might have meant that there were periods where you could and periods where you couldn't use sexps after the mission has ended (either by death or warpout).
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Offline Lorric

  • 212
I gave Droid's method a try, but that didn't work at all. Which is curious, since you'd think it would at least have the same effect as is-destroyed.

I'm going to try = 0...

No, that didn't work either. Strange.

  

Offline Lorric

  • 212
Right, I've bitten the bullet.

I've removed the death events and the death debriefings and changed the briefings accordingly.

 

Offline General Battuta

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Why. That's dumb. I have death events in a bunch of missions in BP2 and unless they all broke under 3.6.14, they work fine.

Post the exact events you were using so we can tell you the incredibly simple way to make this work.

 

Offline jg18

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Doesn't Vassago's Dirge also have death events (as in death goes to debriefing), as just another example? Dunno if those work the same way as yours (Battuta), though.

 

Offline Lorric

  • 212
Why. That's dumb. I have death events in a bunch of missions in BP2 and unless they all broke under 3.6.14, they work fine.

Post the exact events you were using so we can tell you the incredibly simple way to make this work.

You can see it at the top.

Droid's event was tested as well, as was Karojorma's.

By the way, I'm still going with 3.6.12. So if this was in the second BP campaign, maybe it won't work. I can try though if it's simple.

 

Offline Axem

  • 211
Interesting...

Doing a little playing around with this, Lorric's sexp does indeed not work.

However the mission end on death sexps work fine in Vassago.

The only difference is that the Vassago sexps have the mission end chained to the "is-destroyed-delay 0 Player". Interestingly the chain delay has to be more than 0. It won't execute on the same frame.

So yeah, play with chaining mission end to your is destroyed delay sexp. You'll need a 1 second delay, so fade to black if you want it to seem more abrupt or something.

 

Offline Lorric

  • 212
Interesting...

Doing a little playing around with this, Lorric's sexp does indeed not work.

However the mission end on death sexps work fine in Vassago.

The only difference is that the Vassago sexps have the mission end chained to the "is-destroyed-delay 0 Player". Interestingly the chain delay has to be more than 0. It won't execute on the same frame.

So yeah, play with chaining mission end to your is destroyed delay sexp. You'll need a 1 second delay, so fade to black if you want it to seem more abrupt or something.

I already tried Karojorma's with the delay. It didn't work. It took much, much longer than 3.

EDIT: Oh wait, you want me to try a chain, sorry. I'll try.

 

Offline Lorric

  • 212
It works!!!

You know, I actually tried with a chain as well, but since I did 0, it failed.

0 works fine when it's not the player. I've got it on some ships that need protecting. No need for a chain either.

Now to rewrite things.

Thanks. I'd given up on this, but you didn't.

 :D :pimp: :cool:

 

Offline Droid803

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funny engine quirk there
(´・ω・`)
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Offline Lorric

  • 212
Speaking of quirks, here's another one for you.

Under the old method I had, where it would trigger, but far too late, when you replayed the mission, it would start as if you already lost, so you'd need to do a quick restart to get it working again.

 

Offline General Battuta

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Yeah that'll happen pretty consistently.