Multiple Choice Campaign

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Multiple Choice Campaign

Post by RC-1207 »

Okay, so while I know I would be incompetent in doing this, but would it be possible to turn Battlefront II into a complete RPG game (inspiration for this being from KOTOR, and Mav's proof that anything can be done with BFII). In other words, a campaign where you are given prompts and can choose how to go about those. For instance, there could be a prompt that would say: "Do you choose to except this mission? Hit the red panel to accept and so on...". I just wanted to put this out there, because it is a great concept and I was wondering if this could be even remotely in the realm of possibility. (hint hint great scripters of Gametoast).
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Re: Multiple Choice Campaign

Post by Teancum »

Sure, it's possible. Maps have done things similar enough before (Mav's and Archer01's maps for example). The problem lies in the fact that you've got a lot of scripting to do to get that kind of RPGing.
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Re: Multiple Choice Campaign

Post by Xavious »

RC-1207 wrote:Okay, so while I know I would be incompetent in doing this,

RC-1207 wrote:I was wondering if this could be even remotely in the realm of possibility. (hint hint great scripters of Gametoast).
Smells like a request to me.

And this may be just my opinion, but I think it would be a waste of time and energy to try and turn Battlefront II into an RPG game. I'm not saying it isn't possible, because it probably is, but Battlefront is a shooter game, and the amount of work required to make it into something of a completely different genre would end up never making it quite as good as an actual game from said genre. I'm fine with (and encourage) including aspects of other games in a mod, but these "total conversion" mods that try to make the game into a completely different game just don't work out too well. This is and always will be a shooter game. If you want a Star Wars RPG, go play Knights of the Old Republic.

By the way, the example you posted would not be too difficult to incorporate, and I think that's a fine idea for a mission-based map. It's when you go into trying to make an entirely new game that it gets a wee bit crazy.
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Re: Multiple Choice Campaign

Post by [RDH]Zerted »

Xavious wrote:...mods that try to make the game into a completely different game just don't work out too well...
The fun in those types of mods is sometimes just in making them. A polished map isn't always the end goal.

Sure you can do it. The v1.3 patch added in a string input pop-up (the one you use for FC command inputs). You can always make other kinds of pop-ups too. You only have to create a new type of pop-up structure once.

The quest system could use swbf2's objective system or you can write your own system. You can even save the player's progress to a file and reload it when that person replays the map. If you don't change weapon properties (which you can get around by using Lua weapons and trigger objects to control what the weapons are supposed to do. An example: If a wHealCrtl object exists with a health of 10, then whenever the 10th player uses his wCrtl dispenser weapon, it dispenses health packs instead of ammo or whatever. The RTS map uses similar code...), you can even make it all MP compatible.

However, the code is trivial to making a good story (at least for me). Come up with an excellent story and map, and the scripts will fall into place.
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Re: Multiple Choice Campaign

Post by Ace_Azzameen_5 »

Woah, a string input pop-up?
Like where I could type something in and skip a whole section of my campaign?
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Re: Multiple Choice Campaign

Post by [RDH]Zerted »

Yeah, have you ever used those FakeConsole commands? Its not too hard to create a new type of popup. You could have one with a list of options, text input, buttons, etc.... Instead of a popup, you could create a new screen too. Model it off ifs_pausemenu.lua and call to display it when you start talking with someone.

I no longer have a copy of the popup's script, but I do have the calls to use it. I called it a Popup_Prompt.
Hidden/Spoiler:
Example usage of ff_AskUser()[code] local temp = function( value )
if not value then return end
ff_healthRegen( value, "ai" )
end

ff_AskUser( "Please enter a health regeneration rate (health units per second). Negative rates cause damage", temp, ifs_fakeconsole )[/code]

This function is how the FakeConsole shows the pop-up. It will need to be slightly changed for use outside of the FakeConsole list.[code]--
---- Description ----
-- Prompts the user for a value
-- Note: This is only designed to be used from the ifs_fakeconsole screen
-- Need to change the SetVis() inorder to use this else where
--
---- Parameters ----
-- title - The text to display to the user
-- follow - The function to call with the result of the prompt
-- this - The current screen (should be ifs_fakeconsole)
--
---- Returns ----
-- (nothing, calls the follow function)
--
function ff_AskUser( title, follow, this )
--set the continuation function
Popup_Prompt.fnDone = function( value )

--close the popup
IFObj_fnSetVis(this.listbox,1)
Popup_Prompt:fnActivate(nil)
Popup_Prompt.fnDone = nil

--follow through to the modder's continuation function
if follow then
follow( value )
end
end

--hide the FC list
IFObj_fnSetVis(this.listbox,nil)

--activate the popup
Popup_Prompt:fnActivate(1)

--set the popup's text
gPopup_fnSetTitleStr(Popup_Prompt, title or "[No Title]")
end[/code]
You can do whatever you want with the input to the popup.
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