OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Voron357 on 13 Sep 2005, 00:42:39
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Would like to learn, whether it is possible for the player to forbid with the help not an artful script to use codes (for example: savegame) ?
If it is possible, how ?
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enablecheats false?
That command might not be quite right.
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That is, if I shall write such here a script :
#nocheats
enablecheats false
~0.01
goto "nocheats"
exit
that it will be correct the decision of my question ?
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Euh, I never heard from a enablecheats command...
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If you are looking to stop the "ENDMISSION" cheat then just make the mission fail if End #1 is executed, ENDMISSION cheat just executes End #1 whatever the outcome may be.
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It is probably impossible to prevent the player from using cheats. Even if you can stop him from using savegame, it doesn't really matter. He can still use the file replacement savegame cheat if he wants.
When somebody gives you an answer in the forum, always check it in the command reference. ;)
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I don't like missions with disabled cheat functions.
Better spend your time on making a mission/campaign 100% bugfree and fun, and the player won't even think about using a cheat.
If you can't get it at 100%, but disable cheats, you will frustrate your player even more.
I would never dare to call any of my missions 100% bugfree, so I would never disable cheats. :)
EDIT:
:o Maybe thats the reason why codemasters published the cheat commands short after releasing their crap Red Hammer campaign. :P
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To Blanco :
It agree, there is a command "cheatsEnabled". But as to it to use and for what she I and has not understood.
To Sniperwolf572 :
Thanks, I it shall take this reception on arms ;)
To macguba :
Well, I shall take into account :)
To Trapper :
I don't like missions with disabled cheat functions.
If you do not love such missions likely they to you met, means to forbid to use "savegame" it is possible, truly ?
With the rest I shall agree to 80 % as I had nevertheless need for prohibition cheats.
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cheatsEnabled does seem to exist, but is not listed in the command reference.
Maybe it is an obsolete command and probably only checked to see if cheats were enabled or not.
Which brings me to another issue.....What were the cheats that the command referred to?
Planck
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i asked this a while back - apparently bis had a programmer's cheat facility to enable them to test stuff, but took it out for the release of the game.
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No, I never stumbled about a mission with disabled savegame cheat.
Only about one with disabled endmission cheat and one with disabled time acceleration.
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I have only ever played one game (in a campaign as it turned out) where cheatsave was disabled. It ruined it for me. If I can hunt it down I'll crack it open for you.
What may appear 'easy', 'clever', 'tough'. or indeed 'smart' for an author is always an entirely different experience for a player.
If as an author your attitude is, "you're too dumb to play this mission if you need to use cheatsave" then it's an immediate turn off for the player, and yes. I'm far too dumb and I'll go and play a mission I *enjoy*.
Instead of outsmarting the player, let him outsmart the AI.
As an example, many players consider it a fail, if any of their squad die. As an author, you might not think that, and prevent the player from being able to achieve a 'win' the way they want to.
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@Mikero
You have a point there, but some players are just 'to lazy' to go 'into the mission' like they should, and relly to much on those cheats; they go thru the missions with 'brains switched off'; with no preparation, no tactics, no real will to play the mission 'in the manner'; they play the missions like, donno, in first Doom: shoot, save, shoot, load, shoot, save, shoot, save, shoot, load .... I know, that that's their matter-right to play the missions on this way, but it also my matter-right to prevent them to play my missions like this, so I will appreciate, if you manage to dig out that campaign, where cheatsave was disabled.