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Design Your Own Mission

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xGhostx  
Posted: Saturday, Sep 22 2012, 09:40
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QUOTE (secritek @ Saturday, Sep 22 2012, 16:38)
No, ...pickups? You ever saw a Health Pickup in Call of Duty? You gotta be kiddin' biggrin.gif

This is not CoD, get use to it. tounge.gif
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secritek  
Posted: Saturday, Sep 22 2012, 09:49
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But HR switch is solving more problems than getting rid of it completely
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xGhostx  
Posted: Saturday, Sep 22 2012, 09:50
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It's just a bug,a switch mean more work for Patrick and Dutchy.
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Csabi98  
Posted: Saturday, Sep 22 2012, 14:23
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+1 to Patrick and to Ghost too. Health Regeneration is not needed at all, not even army missions, I think. It makes the whole thing too unrealistic and easy.
CoD is a FPS game and SA is an open-world one. They're not even the same genre, I don't see how we can compare them.
In CoD, you survive 'till the end of the level, mission.
In SA, you do that too, but its also possible and fun to survive a very hard part of the missions, then find the hidden pickup or whatever.
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AnDReJ98  
Posted: Saturday, Sep 22 2012, 14:26
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Alright! You're right,why we need that actualy? Cause when HR is turned on,none will use healt pickup. So it don't need.
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Csabi98  
Posted: Saturday, Sep 22 2012, 20:27
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Yeah, thats what I wanted to say too. It may be that the HR could only be turned on/off by the designer for that specific mission, not by the player but hey, it would be easier for Patrick and Dutchy to remove the whole bug( I guess). Hope you'll decide to remove it.
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xGhostx  
Posted: Sunday, Sep 23 2012, 02:17
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True, and it's just a bug, you can't just turn on/off a bug, right?
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Doublepulse  
Posted: Sunday, Sep 23 2012, 05:40
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I think the intention was that it was suppose to only work in designing mode, so when you started the mission, it was suppose to stop the regen.

They did that so CJ will not die so easy.
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Dutchy3010  
Posted: Sunday, Sep 23 2012, 07:18
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QUOTE (secritek @ Saturday, Sep 22 2012, 11:49)
But HR switch is solving more problems than getting rid of it completely

Yes. True. It's always better to have an option for it, more options is better. However, you guys have to remember one big issue on DYOM: we don't have space any more. We used the maximum of kb for a mission script. So even though we have the knowledge and the motivation to create more features, it's really difficult, because of the limits. Turning HR on/off will cost space, and I don't think that this is important enough to use the very scarce space.
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Csabi98  
Posted: Sunday, Sep 23 2012, 10:14
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As you can see, more people would like to remove the bug completely. That would free up some space I guess, and would not use up more space, so you can use it for something more usefull. Anyway, why would it solve more problems? Lets say I want to make a mission-pack, medium difficulty. I put strong enemies and few pickups to help the player, maybe some armor. The player would just turn the HR on and would complete the mission-pack too easily, draining away all the fun. There is no mission-pack, mission or storyline which was designed to be completed only with HR anyway.
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secritek  
Posted: Sunday, Sep 23 2012, 10:45
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QUOTE (Csabi98 @ Sunday, Sep 23 2012, 10:14)
The player would just turn the HR on and would complete the mission-pack too easily, draining away all the fun.

What are you talking about, player turn the HR on? I meant the designer could set the HR for his mission not player turn HR when playing it biggrin.gif
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xGhostx  
Posted: Sunday, Sep 23 2012, 11:40
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Not a good idea, it's better just to remove it...
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secritek  
Posted: Sunday, Sep 23 2012, 12:55
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QUOTE (xGhostx @ Sunday, Sep 23 2012, 11:40)
Not a good idea, it's better just to remove it...

Just explained something to Csabi98 to fix the misunderstanding wink.gif
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AnDReJ98  
Posted: Sunday, Sep 23 2012, 18:40
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So there's the problem with space? Then delet dammn 'Play After Selected' and 'Put after selected' features! It's unuseful.
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Notna  
Posted: Sunday, Sep 23 2012, 19:09
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QUOTE (AnDReJ98 @ Sunday, Sep 23 2012, 21:40)
So there's the problem with space? Then delet dammn 'Play After Selected' and 'Put after selected' features! It's unuseful.

I kinda agree, but they are really helpful at times too.
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AnDReJ98  
Posted: Sunday, Sep 23 2012, 20:21
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Well,'play after selected' is bulsh*t,but 'Put after selected' could be useful in some cases,but those features are not often-used in making mission. After all,better to get those features replaced with some new like for example moving custcene,drive-by etc...
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Alex5526  
Posted: Sunday, Sep 23 2012, 21:20
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QUOTE (secritek @ Saturday, Sep 22 2012, 09:38)
No, ...pickups? You ever saw a Health Pickup in Call of Duty? You gotta be kiddin' biggrin.gif

Actually, I did.. In Call of Duty 1 and in the expansion, "United Offensive" you had a health bar and health pickups instead of Health Regeneration.

Anyway, I agree with Andrej, I don't use the "Put after Selected" Feature, but I like the "Play after Selected" feature.

Of course, I don't care if you delete them, if you repalce them with a "player sits as passenger+Drive-By" feature or the moving cutscene feature. icon14.gif

This post has been edited by Alex5526 on Monday, Sep 24 2012, 11:29
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xGhostx  
Posted: Monday, Sep 24 2012, 00:23
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Nah, Play After Selected is useful, I mean what if you make a long mission, you know that there is a bug at the end, you have to play the mission all over from the beginning to test it.

But yeah, please remove the ''Put After Selected'', it's annoying, sometimes messes up my mission and I have to remake it again.
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Zizo008  
Posted: Monday, Sep 24 2012, 11:51
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There's no need to delete or replace anything! Those features have a purpose, if i have objective 1 that i want to be 37 i'm going to need put after selected, i'm not going to delete everything and start all over!
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AnDReJ98  
Posted: Monday, Sep 24 2012, 11:59
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When i used V4.1,there wasn't been any of those features. And what? I needed something like 'Put after selected'. But now i don't use those features,when your designer skill become better you won't have to use those features,belive me. icon14.gif
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