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MissionFork

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Editing and making your own campaigns Getting Started,
Advanced Editing 1.Images | 2.Links and E-mails | 3.More [Options] Sections. 4.Options | 5.More [Header] Variables Header Variables | 6.Changing Text Colors | 7.Sacrificing for Knowledge | 8.Branching using MissionBegin | 9.Using denySalvage | 10.Outposts in Your Campaign | 11.Branching with MissionFork | 12.The Tell Command | 13.Creating Menus with $Menu | 14.Formatting Text and Graphics | 15.The $Timeout event | 16.The $OnExit event | 17.adding a DEMO to your Campaign | 18.Re-positioning the Text Window (with $MoveDialog)| 19.Timing with [@ ] | 20.Using the Debug Hotkey | 21.Moving the screen window with $View| 22.Variable basics | 23.IF/THEN Conditionals | 24.The $PlaySound command | 25.Netstorm Command List

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Branching Options with MissionFork


Branching 102
Rainandsuncannon

Here's a strange keyword. Strange because it's not totally understood yet. However, as more information is found out about this command, this page will be updated. Here's what we know so far. Hang on, cause this is gonna get complicated:

This command is very similar to MissionBegin. However, with this command, you define where you want to branch to before you use the command (talk about confusing.... but there's a lot of possibilities... read on). First, you use a forkn="..." definition after the [Header] option to tell MissionFork where to go to. Then you use MissionFork< after the $Button command in the [A.] section of the english file. Uh.... what'd I say.... I think I even confused myself on that one. No problem, let's try an example... Say I have a Map that has two possible winning endings: either the player sacks priest 2, or the player gets priest 3. In the first case, I want the player to go to a game called sacked2 - the second case they will go to a game called sacked3. After setting up all my other stuff in the [Header] option, I would add two lines to the [Header] section: fork1="sacked2"
fork2="
sacked3"


So far so good. Now to the [A.] section. To tell Netstorm to go to the fork1 game, you use the number 1 after MissionFork; 2 after MissionFork tells the command to go to the sacked3 game. So we do this:</p>

[Options]
[A.]
[ai2PriestDead]

Great Job! You got the second in command!

$Button=OK,MissionFork,1

[ai3PriestDead]

Kewl! This guy was tough, but no match for someone as skilled in Nimbian warfare

as yourself!

$Button=OK,MissionFork,2
</font></p>

Got it? So far, it's an indirect way of pointing to the next game in the Campaign.

Purely conjecture, but read on

<p>So what good is all this? It's more confusing than MissionBegin, and it's tougher to set up. Well..... this is what I think, and this is where the command will shine when we figure out the complete syntax of it. The missions that are defined with fork1="..", forkn=".." are defined on the fly. You should be able to change the forkn=".." definition after something happens in the [A.] section.

Say you have an ally (ai4), and the computer enemy nasties kill your friend before you could save your buddy. You could then re-define fork1 to fork1="lostbuddy". Now say you finally defeat ai2, the next game would not be sacked2, but the newly re-defined lostbuddy game! Wouldn't that be neat!</p>

Ohh... my head hurts

If there's a way to change the forkn=".." definition in the [A.] section of the english file, then this will be a wonderful and powerful keyword to use for your Campaigns. But for now, the full potential of the keyword has not been tapped.

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