Yeah, let me retract that...I meant to say 99% satisfaction with the transitions. On a somewhat related note; I would like to know more about what the trigger_transitions really are, though...Moving on...
Alright, well, morale certainly got a boost in my camp lately. My one-person, first-ever-mod camp...My demo being featured on Moddb came out of nowhere and was a pleasant surprise, and it was also good to see Military Duty on there as well...
Now, the downside - I've got some big shoes to fill in order to live up to expectations. My mapping is almost complete and I'm not too worried about the scripting for later, but the first level is heavily scripted and is basically my roadblock to ultimately finishing this. I mentioned it in a fragmented way in previous posts...but I think I have to go into more depth with what I wish to do, and want to know if it's even entirely possible.
I've learned quite a bit since starting this project and I can't think you enough, guys and gals (Even though I've thanked you everywhere possible so far, haha.) I have been able to take what you've taught me and utilize it on my own many times, and have been able to overcome many challenges thus far. So here goes:(Super spoiler alert! Contains a synopsis of...a lot of the game.)
1st level:
Streets outside of "Trask dry goods and sundries". There's a camera that's slowly closing in on the window of Half-Rats bedroom while there's a narration by yours truly and the theme playing in the background. Everything is fine, there's some folks walking down the sidewalk, some cabs and coaches in the street...Then, once it's done, a level change is triggered.
2nd level:
A copy of the first level, only you are now controlling Half-Rats in his bedroom atop the general store. The level has faded in while you hear the shop owner's voice echoing in your head. You are told to get your revolver. You wake up, an ambient generic is triggered that is basically Half-Rats grumbling to alertness and questioning what the hell is going on. You're not sure what's up, but it sounds bad outside. (Optional) You steal a glance out the window and realize the streets are chaos.
You run and get your gun, and head downstairs to meet the shopkeep, Mr. Trask. (Who sounds a bit like Daniel Day-Lewis in "There will be Blood".)
You meet him at the foot of the stairs and he begins to tell you something's very wrong. Half-Rats replies by telling the shopkeep to run behind the counter and hand him ammunition. Once the shopkeep gets behind the counter, ammunition, armor and food (Health) will begin to spawn on top of the counter. Monsters of different types will begin to spawn in and get inside the general store from the street. Ammunition, health and armor will respawn after each pickup. A short while later, the shopkeep and half-rats will comment on the situation & monsters. Fast forward to a bit later: half-Rats will be instructed to go outside and grab timbers to cover the doors and windows.
For that part, I thought to have a func_wall toggle, and some timbers that disappear in the shed behind the store when you "pick them up". Kind of like that key issue I had. When you have the timbers and press the use key at the windows and door, the walls will toggle on in the form of boarded windows/door. Then, the shopkeep will instruct you to follow him. He will run into the storage room and tell you to break the floorboards and gain access to a tunnel. You reply and oblige.
END.
Now, you can see why I'm shaking in my boots...It sounds like a scripting nightmare when it's all written down. Is all of that even possible? I have a strong feeling that if it is, it's still something that would test the mettle of even the most experienced GS modders...