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-   -   campaign scripts (http://forum.fulqrumpublishing.com/showthread.php?t=29521)

bolox 02-04-2012 01:16 PM

campaign scripts
 
i'm now at the stage of having ~20 missions for a single player campaign and am starting to look at the scripting needed for 'mission completion'.
there are several versions of scripts that can be culled from other campaigns(all more or less based on plane landed). however when you run these in single mission or fmb they throw an exception- campaign.dll not found.

is there any way of getting such scripts to run in single missions?
atm it/s probably ok if i'm just borrowing simple scripts but how do you test if trying to add 'new features' to the script?

also have any other methods been tried?
for instance mission success on passing thru a trigger only(or on take off?)
or one based on player being alive at mission close (- bailed and landed, crash landed and ok, landed and ok). This would be rather good for RAF dead is dead type campaign.

Thanks in advance

FG28_Kodiak 02-04-2012 01:33 PM

The only difference between single missions and campaigns is

Normal mission (single or multiplayer)
Code:

using System;
using System.Collections;
using System.Collections.Generic;
using maddox.game;
using maddox.game.world;

public class Mission : AMission
{
// your code here
}

and campaigns:
Code:

//$reference Campaign.dll
using System;
using System.Collections;
using System.Collections.Generic;
using maddox.game;
using maddox.game.world;

public class Mission : maddox.game.campaign.Mission
{
// your code here
}

So test a single mission with the first, if all running fine change it to the second

bolox 02-04-2012 02:27 PM

Cheers Kodiak,

obvious when you see it- doh


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