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SW:JK3 Modding, Mapping and Editing
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Old July 3rd, 2005   #1
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Default replayable maps...

Is it possible to REPLAY a map in a campaign and have all the trigger once, bosses, ect, not respawn? For instance, you play map A (we'll call them A and B) complete it (finish off the boss, ect) then go to map B finish that and possibly return to Map A again. But while you are in A (second time around) The boss does NOT respawn, all the trigger_once entities that where used previously are spent (as you used them the first time).

I have messed around with adding multiple info_player start entities each with it's own targetname. This works well if you wish to have a specific starting point in the next map, for instance, you choose to move through the airduct in map A as opposed to taking an elevator in map A. Both will take you to the next level (B). If you take the elevator, the next map will have you start off where the elevator stopped and probably gaurded where as the air duct will have you starting the same map in an airduct and allows you to use stealth. This I can do. However in map B, IF you choose to go back to map A (optional) I get this error:

ERROR: loaded chunk ID (LVLC) does not match requested chunk ID (OBJT)

I speculate that the error is the same as loading a map from a savepoint AFTER it has been edited in Radiant...I also think this is the problem because if you delete all saved games of the map (in this case, map A) and try entering it from map B it works. So I was curious if anyone had any input as to a possible work-around of this error? The only thing I can think of, would be to make MULTIPLE maps of the same levels, but leave one default and change the other as if it has already been played. The only problem with this would be how to properly predict what entities where used and triggered (func_breakables, trigger_once, bosses, ect) during the first time it was played.

Now at this point you might be saying "why the heck would you want to replay a map you already completed!?!" Good question, glad you asked. I was thinking of making an SP mod for JA, how it would work is like this:

Your a mercenary/bountyhunter/whatever in a city. While exploring the city you would run into different people who offer you work (take this person out, retrieve this, ect) in clubs/bars, on the street, ect. You would then travel to the location, whether it be a building/location within the city or take a train/vehicle to an out-of-city location. The idea is, your base of operations is within this city and once a quest is completed you would return to get more work, but it would be near if not impossible to return to the city again and slowly check off the mission/people you worked for if multiple maps had to be made, as after working for a few different people, how would the maps be planned to "check off" completed mission?

I suppose it would be just as logical to have the SP campain play out like JA where as you have a few missions which you could perform , but I would like to present the opportunity for the player to choose Many different missions to choose from in any order they want or refuse the mission while still being able to progress to more missions as opposed to JA having 5 or 6 mission progressive blocks. The city being one map, and every building could be it's own seperate map, but retaining the damage, missions accomplished there. I know this is kind of moving from what JA is, but I just thought it would make an excellent mod and was curious if it would be possible? So if you have any input or suggestions, please respond. Thank you all for your time and patience-Se7enraven
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Old July 31st, 2005   #2
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Default Re: replayable maps...

I was thinking of that too and I think it is almost impossible for such RPG like play.

But I have a solution for this : scripting.

You have one city in the middle of the map like you said.

But when you accept a mission , not a new map loads but you will be teleported to a new box issolated from the city where you can do te mission and then you will return (teleport unseen in a cinematic)to the gate of the city and you can collect your reward.

Like you will see in base jk3 SP , when a map starts you will see a movie with a plane flying to a planet or taking off from a planet. This is possible with a command in the script to play a movie. You just have to record that movie and play it , so it will show up perfect and without a map change.

You cant make huge things because the map will lag then , but you can also make some things you have to do in town.

In steps:
  1. accept mission
  2. show movie while teleported unseen to location
  3. do the mission on that location
  4. show movie while teleported unseen back to town
  5. get your reward
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Old July 31st, 2005   #3
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Default Re: replayable maps...

I would defiantley want missions to be seperate maps, as they will be better quality and there is a limit as to how many brushes and entities are allowed in a single map. I have a couple of ideas I'm going to try, but ultimately it appears that a map cannot be re entered. However It would be possible to make a map and clone it (with certain entities/missions availiable changed) and use it as a different map. for instance: mission base is on Tatooine, you accept mission to go to hoth, you complete mission on hoth and return to Tatooine...however when you return to Tattoine (same map, different entities) the entitiy that triggered the mission will no longer be availiable. If the entity was a person giving you the mission, he will still be there but instead of offering the hoth mission, he will reward you for the mission you completed and perhaps offer another. The only down side to this is that there has to be an extra bsp file for every map re entered. Oh well, thanks for the reply though!
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Old August 1st, 2005   #4
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Default Re: replayable maps...

Plus you will have to have LOADS of combinations.
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Old August 1st, 2005   #5
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Default Re: replayable maps...

maybe there is a thing you can save in the save file and then load the file when the mission is finished
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Old August 1st, 2005   #6
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Default Re: replayable maps...

Might be possible with a script, but I'll be buggered if I know how to do it as it eould need to be loaded in the map before the level change. And yes, there would need to be TONS of combinations, but that is still easier when the map does not have to be built from scratch for each one...Just a simple tweaking of scripts and entities depending on the previous mission completed. Also if one actually plots the script/mission idea for the game out, it makes it alot easier. It;s all about having a plan and executing it to the desired effect. However, no ammount of planning will compensate for the amount of work needed to accomplish said plan.
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