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Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Fri Jan 23, 2009 1:49 am
by Skyfaller
From what Kell told me, manipulating mission objectives is very difficult, and Kell is well on the way for another, more complex project. But as I said before, in the first Wolf mission, there is this crashed dropship with debris lying around. I think it would make sense to have to prevent those mech parts from falling into enemy hands.

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Fri Jan 23, 2009 8:14 pm
by Col.Kell
Skyfaller wrote:there is this crashed dropship with debris lying around. :?
I do recall seeing non-targetable debris, but not seeing any crashed dropship in Pyre Light :|
Except for the firebase wreckage, If you can target it, then you can destroy it. And you can't destroy what you can't target. We can agree on that couldn't we?
Also, yes. At this time, adding mission objectives is very, very difficult. Probably the most difficult mod, in my opinion, would be mission tables.
There are hex values that call out what objective belongs to what star, what codes declare what to be the target, how much time you have, what to do next, what makes you win, what makes you fail, what objective you can go by without, what type of "thing" the objective is... and that's just for the human players, the AI tables are an absolute nightmare.
So far, the only things I know about the mission tables are what's declared as the objective, what sound is played when you win/fail, see what mission tables certain stars are using, the insignia and desposition declarations, and that's about it.
Sir MMPD Radick wrote:heh might i suggest ya add it in as a project? :)
hehehe... okay Radick, if I find out more about mission tables to actualy do anything, I will make as my first mod a valid tertiary objective in Pyre Light. Just because you are all so special. :P

Hey! Reverse-engineering! I'll compile mercnet missions through mw2edit3d and make many of the same mission with only one change at a time, and in doing so I can see what is what! :D

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Tue Jan 27, 2009 10:41 am
by Col.Kell
Great news! I figured out what bytes declare priority and maditory/optional in an objective!

But what do you think should be a tertiary objective in Pyre Light?

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Tue Jan 27, 2009 11:19 am
by Sir MMPD Radick
wow congrats!
Well, I would simply set the firebase as vulnerable and let that be the objective when destroyed.

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Tue Jan 27, 2009 5:15 pm
by Col.Kell
I ran across "health" in OBJ tag's of targetable objects once...
making the wreckage destroyable would also mean editing the SCN1 file to some extent, you would have to "link" the destruction of the object to the tertiary objective, make an alternate or chunck of the object so the game will know what to display when the object is destroyed, and some other things. ATM, I don't know everything just yet. I'm taking little bites at a time. ;)

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Tue Jan 27, 2009 5:33 pm
by Sir MMPD Radick
heh np, as i said this really is not a big deal. Only do this if ya want to.
How about disabling the tertiary objective is that possible?

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Wed Jan 28, 2009 10:53 am
by Col.Kell
:lol: Now why didn't I think of that???
I know exactly how to do that! I can even tell you right here! Type in on your hex address jump;
11B BD30. After you are at that hex address, you will see in the hex section a byte that says "56". Change that to "48", and the tertiary objective will be disabled. Easy as that! :)

Something else that was wierd, I just found out that there are at least TWO tertiary objectives in Pyre Light, one is hidden, it says something about an "Enemy Turret Destroyed"... don't know what that's about...

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Fri Sep 18, 2009 6:05 pm
by Bryan
I just purchased MechWarrior 2 for the first time in forever, and I should be able to get you the location here in a couple of days.

The tertiary objective has no nav points near it at all, and is in the middle of nowhere in Pyre Light. The only way you can find it the first time is stumbling on to it by complete accident (it's a set of buildings, if I remember right). After you find it the first time you know you can just head straight towards it from where you start the mission.

The secondary objective if I remember is basically straight north, and from what I remember the tertiary objective is basically west from where you start, with the primary objective being to the east. At least that's the general idea if I remember right.

I'll be of more help assuming I can get Mech 2 up and running here soon, since I should have no problem finding it again. Unless, of course, I'm just remembering it all wrong, which is possible as well.

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Fri Sep 18, 2009 7:51 pm
by Enzo03
Huh. Seems like I have some checking out to do...



TO THE C-0 FIREMOTH!!!
edit: uh... secondary objective straight north???
The secondary objective is to kill all enemy 'mechs. That's not straight north. If you're thinking of the chemical plant, that's still not north.

So I tried two things.
1) truly going west -- this led me to the firebase... then I ended up outta the map.
2) going west relative to my starting orientation i.e. LEFT.. nothing but flat land, though I haven't gone through there thoroughly.

Besides, they said they hacked the files and found nothing that has a tertiary objective.

Re: Wolf Missions - Pyre Light & Scorching Sand

Posted: Fri Sep 18, 2009 10:23 pm
by Bryan
*shrug*

Maybe my memory is just bad, since I could swear there was always 3 separate sites of interest I ended up visiting, and I swear I remember also getting the tertiary objective every time in the past after I stumbled on it the first time. I also distinctly remember satellite view being useless until you were practically on top of it.

The only reason I recall it at all is due to the fact I was annoyed by its location, since I recall it having nothing around it (ie: the empty flat-lands you mentioned).

My bad - the chemical plant is north (what you would call "up"), the inspection point is north east of the starting point (up and to the right). The third target is to the north-west from the starting point in my memory, or I guess what you would call "up and to the left".

I'll have the game soon, and if it's not there it's just not there, and my memory is way off.

If the hacking showed nothing maybe I'm just making up these memories, and I'm a retard. This seems most likely, so don't waste your time, let me waste my mine. :lol: