Two separate bunkers options

nadeauhugo

Author of FOT mod THE SUM
Modder
I wonder if you guys know this. I realized today that there are in fact two bunker options in Tactics and that they work separately.

The first is the bunker we think about. You set it by checking the option in the mission file in the Level tab, under "Nuke Triggers on exit". The effect is that you will not see any quest anymore in this mission, but instead a list of all "Opened" missions in the game with the briefings. You can yes "Open" a mission with the triggers using its tagname and then it will appear in that list. And of course you can talk to the General to see this screen. Also, ticking this option allow a player with "Tough guy" to save his game there.

The other is the one we set in the Campaign.txt file.

"missions/decharge1.mis;decharge1;10;uncovered;false", (false or true at the end)

That option only put a blue or green tint to the circle and text of the mission in the Worldmap. That's it.

So! I think modders could use both options separately if they want. I personnally will try to add a blue circle only to populated maps, and leave all unpopulated areas green. I have already removed the bunker option everywhere so quests will always be visible.

Hope this will give some inspirations to you guys.
 
The map option "Nuke triggers on exit" does what it sounds like. It's to prevent players in single-player campaigns from getting themselves into trouble when revisiting a map (the original game is designed so that players are meant to move on to the next mission rather than go back to something they've already done).

I think perhaps the map flag "Is Bunker" is the one you meant to write about. This option, when checked, means a list of previously-given and newly available briefings (as you said, mission opened) will be displayed instead of any mission objectives, so it should only be used for campaign games. "Is Bunker" also allows players using Tough Guy mode to save their game while on the map in question.

The entries in campaign.txt are meant to set the initial state of locations on the world map (whether they are visible by default, or hidden); hidden locations should then be made accessible through triggers in other missions.
 
Oh, no, only the triggers. There is already an option for killing everyone in the triggers. I use it when you spend a little too much time in a radioactive zone. Simple and clean.

As for my message... I just wrote some confusing stuff I guess, I only meant that the option "is bunker" I was speaking about was the one just underneath the option "nuke triggers on exit".
 
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