OpenXcom Forum

OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Suggestions DONE => Topic started by: Osobist on May 16, 2023, 02:37:30 pm

Title: [DONE][Suggestion] Cutscenes on events
Post by: Osobist on May 16, 2023, 02:37:30 pm
[Suggestion] loseCutscene on mission site's despawns and events

Hello. Right now we can effectively lose the the game if lose or retreat from mission. But if it comes to despawn of same mission site we cannot do the same, as despawnEvent does not allow us to play losing cutscene and finish the game, which is kinda illogical.

Can we have the same function on mission despawns and events?
Title: Re: [SUGGESTION] loseCutscene on mission site's despawns and events
Post by: Meridian on May 16, 2023, 02:41:07 pm
Probably yes, I will check.

Isn't that a bit harsh tho?
Title: Re: [SUGGESTION] loseCutscene on mission site's despawns and events
Post by: Osobist on May 16, 2023, 02:44:39 pm
It's okay for crucial plot missions e.g. prologue/tutorial missions as their success or failure will determine fate of player's organization. If you cannot pass the exam, what will you do on real job?
Title: Re: [SUGGESTION] loseCutscene on mission site's despawns and events
Post by: Meridian on May 16, 2023, 07:40:04 pm
I see how a player can ignore a mission or not.
He has a choice.

But what about events?
The player has no control over events.
Just spawning a random event called "game over" doesn't sound fun to me.
Title: Re: [SUGGESTION] loseCutscene on mission site's despawns and events
Post by: Osobist on May 16, 2023, 09:54:56 pm
I understand that this might be frustrating. Personally I see it viable only after lot's of warnings given to player via events that preceed the final one. Like, for example, there is a big meteor coming towards the Earth, and if player won't do anything about it, it will end with boom.

Truly random gameovers like sudden Commander's heart attack is kinda fun too but only once, and this is not stuff I'd make in my mod, as it's not gameplay wise.
Title: Re: [SUGGESTION] loseCutscene on mission site's despawns and events
Post by: Yankes on May 16, 2023, 10:43:48 pm
I think this could have usage, we can some counter that is increased when player do bad thing, and decreased when player do good thing.
When some threshold is reach event is spawn that end game.

Of corse this would be duplication of current scoring system and will have problem of lack of proper feedback what current counter is and what limit is.

This bring me conclusion, would be big custom negative score penalty do same thing?
Title: Re: [SUGGESTION] loseCutscene on mission site's despawns and events
Post by: Osobist on May 17, 2023, 04:14:31 am
Using score penalties is not always convenient. If we're up to make some epic fail that plot-wise prevents any further X-COM activity, it seems strange to set -99999 score and then wait till end of the month to see the gameover screen.
Title: Re: [SUGGESTION] loseCutscene on mission site's despawns and events
Post by: Yankes on May 17, 2023, 11:16:44 am
Then we could make some score limit that make instant defeat, like when you have less than -5000 then xcom project is terminated.
Title: Re: [SUGGESTION] loseCutscene on mission site's despawns and events
Post by: Osobist on May 17, 2023, 11:22:15 am
That suitable too, I guess.
Title: Re: [DONE][Suggestion] Cutscenes on events
Post by: Meridian on August 14, 2024, 08:56:05 am
Done.

Events can now play cutscenes (after closing the event window).
They can also trigger game loss or victory (or neither).

Example:

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    despawnEvents:
      STR_TEST_EVENT: 100

events:
  - name: STR_TEST_EVENT
    background: BACK13.SCR
    description: STR_TEST_DESCRIPTION1
    cutscene: loseGame
Title: Re: [DONE][Suggestion] Cutscenes on events
Post by: Osobist on August 14, 2024, 04:42:59 pm
Just checked, works perfectly fine, thanks!