View Full Version : Please Help!
Apocalypse_Soon
06-14-2004, 05:53 AM
I'm making a mod for SE. The problem is that the levels must have a .vis file and if I create .vis files for all of them, you can play any level you want at any time, not going from level 1. How can I make .vis files to appear only if you win a level?
-> SE has 0 .vis files at start and then, if you win the first, it appears the .vis for it. HOW WAS THAT MADE? :(
Dead Eye
06-14-2004, 06:24 AM
I'm making a mod for SE made of 16 levels (the levels are even longer than the ones from SE) and I finished 9 of them. The problem is that they must have a .vis file and if I create .vis files for all of them, you can play any level you want at any time, not going from level 1. How can I make .vis files to appear only if you win a level?
-> SE has 0 .vis files at start and then, if you win the first, it appears the .vis for it. HOW WAS THAT MADE? :(
Doesn't map.cpp in GameMP.dll control what levels are seen in the menu system? I uninstalled Sam and deleted all my projects a while ago so this is from the top of my head, but I believe there is a mask of some sort so that levels that haven't been finished are masked out in the rendering. So you just make a VIS for the first level.
Shrinker
06-14-2004, 07:03 AM
Create a text file (content doesn't matter, but it's better if you do not leave it empty) and name it <levelname>.vis.
Grimmjaw
06-14-2004, 06:11 PM
Not sure did this works. Too tired to try.
Create one .vis file for the first level. Other levels should have their spawn flags in C & S etc. but do not create .vis files for the other levels. Drop the Worldlink entity to the first level nad the destiny will be second level. After you've played your first level, the second should appear. (I don't remember did it work to me like this)
--Fragman--
06-15-2004, 09:47 AM
Yeah, it should act like that.
Apocalypse_Soon
06-16-2004, 04:53 AM
Thanks to all!!! Now I have all what I wanted! :) :awesome:
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