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EZ Script questions

Started by yell0w_lantern, September 02, 2007, 07:14:09 AM

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yell0w_lantern

Okay, first question: is it possible to set something like "don't let minuteman fall" as an objective using EZ Script?

The second question is somewhat more general. I understand that the encounter types double as objectives.
Can EZ Script be used to set other objectives aside from the encounter types?

Boalt92

1.  You can do this with most of the encounter types.  You'll want to:
a) use "allies lost", "escort lost", "chat lost", etc. cutscenes for what happens when Minute Man gets KO'd

b) use
Next: If Allies Lost: minute_lost
Next: If Allies Saved: minute_saved

where "minute_lost" and "minute_saved" are the encounters if you fail or win (respectively).  You can also use:
Next: If Allies Lost: end if you want the mission to end if you lose your ally.  You can use this for any of the "XX lost" cutscenes described above.

c) If you're doing a campaign, you can also add:

Primary Objective: 'Don't let Minute Man Fall!" for 500 prestige and 300 xp
or

Bonus: 500 prestieg and 300 xp
if you just want to give a bonus for completing the mission.  Obviously, you can use your own values for prestige and/or xp.


2. I'm not sure I understand your question...you can use the new "Custom" encounters to get more specific actions.  M25 has covered most conceivable scenarios, so you should be able to come up with something very close to what you want.  Can you think of an example of what you want to do?

lmalonsof

Yellow Lantern, let me ask you:

Are you referring 'don't let minute man fall' objective as one only encounter (you play it and then you pass to a new one) or more like a 'persistant encounter' during all the mission? I mean, do you want that 'don't let minute man fall' is active during all the mission?

In the other question I agree with Boalt92.

yell0w_lantern

Thank you for the responses. I'm thinking of a persistent objective. I forgot about the 'custom' encounters. I don't think I have that in my printout but I vaguely recall hearing about it now that you mention it.
I have 3052 beta, is that the latest one?

lmalonsof

The latest one is with FFX, you can find it here:
http://ffx.freedomforceforever.com/downloads.htm

About persistant goals... you have the same problem I am dealing with. I'm not smart enough to figured out how to do it, I just tried things like this:

1.- In the previous encounter, use 'Next: minuteman, other'
2.- The 'minute man' encounter is an alliance encounter when minute man appears. You can here put what Boalt92 said:
QuoteNext: If Allies Lost: minute_lost
Next: If Allies Saved: minute_saved
3.- You are running other encounters in parallel while minuteman it's still running and active.

This doesn't works, but maybe you can improve it or it can give you some ideas...

Boalt92

Imalsonof is correct in that persistant goals are a little more difficult to simulate, and that you'll need the newest version, as I believe custom encounters are not included in the beta.

That said, the easiest way to do it:

1) String together a series of encounters with Minute Man as your ally and make 'saving' him a goal in each encounter.  The downside is that Minute Man will recover health/power/etc with each encounter, because they are independent of each other.

Some other (untested) options:

1) Make a basic "fight" encounter with Minute Man as your ally, but place the villain (perhaps an invisible villain like the ffx_tiggot?) in an unreachable or inaccessable part of the map  (for example, place your fight1_villain1 marker off the map).  Then run as many other encounters as you want, making sure that you include a way to end the mission.  I.E. this basic "fight" encounter will never end, as you will not be able to "fight" the villain, therefore, you'll need another encounter and use "Next: End" to  finish the mission.  Again, this is totally untested, so it may not work.

2) Using my first suggestion, string together a series of encounters, and use Allies: minute_man named Minute Man in each one.  If I understand it correctly, this will tell EZ Script to track this character from encounter to encounter.  You'll have to include cutscenes/end conditions for "Allies Lost" on each encounter.

3) A variation of the neverending "fight" encounter and Imalsonof's suggestion:
Encounter: Protect Minute Man
Type: Custom
Actions: Object Can Be Examined, Allies Follow Heroes
Objects: nazihq_secret_plans, nazihq_secret_plans, nazihq_secret_plans, nazihq_secret_plans
Marker: examine1

Then you'll want to spread your examine1_object1...examine1_object4 markers as far apart from each other on the map as possible.  Finally, put your villains/minions and any other objectives in separate encounters which will run simultaneously as your "Protect Minute Man" encounter.  You may need to use "teleport all" in your cutscenes to bring the action to your heroes, but, in theory, the time it takes you to find and examine each object should allow you to throw in a bunch of additional encounters.

Here's an example I'm working on....a variation of suggestion #3.  It simulates a device with a defense mechanism which teleports dangerous monsters into the city that hunt the heroes down and try to stop them from deactivating the device.  It's an abbreviated version (with some custom objects), but you should get the idea.

Starting Encounters: machine, dinos

Encounter: machine
Type: Custom
Actions: Switches Exist, Item Exists, Item can be destroyed, Item Starts On Ground, Item Has Power, Item Uses Power on Heroes, Item Can Be Switched Off
Item: nazihq_hypno_sphere
Trap Power: microwave Teleport Beam
Switches: nazihq_hypno_switcha, nazihq_hypno_switchb, nazihq_hypno_switchc, nazihq_hypno_switchd
Next: End

Alert Cutscene:
red arrow on nazihq_hypno_sphere

Start Cutscene:
yellow arrow on nazihq_hypno_switcha
yellow arrow on nazihq_hypno_switchb
yellow arrow on nazihq_hypno_switchc
yellow arrow on nazihq_hypno_switchd

All Switches Turned Off Cutscene:
the_ant says telepathically, "you did it!  You deactivated the machine!  First round of Root Beer is on me!"

*****************************
Encounter: dinos
Type: Hunt
Minions: raptor, raptor_bezerk, raptor_boss, trex
Next: choose 1 from dinos, ants, subs

Alert Cutscene:
pause 30 seconds
shake camera
the_ant says telepathically, "Another tremor...be alert!"
************************************************
Encounter: subs
Type: Hunt
Minions: subterrestrial
Next: choose 1 from dinos, ants, subs

Alert Cutscene:
pause 30 seconds
shake camera
the_ant says telepathically, "Another tremor...be alert!"
***********************************************
Encounter: ants
Type: Hunt
Minions: ant_soldier, ant_worker
Next: choose 1 from dinos, ants, subs

Alert Cutscene:
pause 30 seconds
shake camera
the_ant says telepathically, "Another tremor...be alert!"
***********************************************



These are just suggestions, and I haven't tested them all...but maybe they'll get you on the right track.  If you do solve the problem of persistance, please post it here.

B92

M25

Quote from: yell0w_lantern on September 02, 2007, 07:14:09 AM
Okay, first question: is it possible to set something like "don't let minuteman fall" as an objective using EZ Script?

The second question is somewhat more general. I understand that the encounter types double as objectives.
Can EZ Script be used to set other objectives aside from the encounter types?

I've uploaded a plug-in that will let you do the "don't let minute man fall" objective if Minute Man is part of your squad (or pre-exists on the map at all).  You must have the 'final' version of 3.2 (no beta versions).

http://ezscript.wikispaces.com/Plug-ins


yell0w_lantern

Awesome! :thumbup:
Thanks, M25!

lmalonsof

M25, you're the man!

:thumbup: :thumbup: :thumbup: :thumbup: :thumbup:...

Boalt92

Sorry to hijack this thread (I shouldn't say that on 9/11!), but it seemed silly to start another.

I have a question about the "Villains Flee" custom encounter:  Can I use multiple "end" markers on a map?  If so, will the villains randomly flee to one of them?  I.E end1, end2...endx?

Thanks in advance

B92

M25

Quote from: Boalt92 on September 11, 2007, 11:30:42 AM
Sorry to hijack this thread (I shouldn't say that on 9/11!), but it seemed silly to start another.

I have a question about the "Villains Flee" custom encounter:  Can I use multiple "end" markers on a map?  If so, will the villains randomly flee to one of them?  I.E end1, end2...endx?

Thanks in advance

B92

Yes.


Boalt92

Thank you for the assistance M25.

Same question for switchable power traps.  Can I use markers "weapon1_switch1", etc. to place the switches in a specific spot?

B92

EDIT

nevermind...just read the manual :doh:

Boalt92

End Marker Question again:

Do I need to tie the end marker to an encounter?

i.e. for encounters escape, escort....the end markers would be: escape1_end1, escort1_end1

Thanks in advance
B92

M25

Yes, you would use mymarker1_end1, mymarker1_end2, etc.  Each encounter marker has its own end markers.