DYOM v6 - beta 2.0
On December 27, 2010, the newest and freshest version of DYOM v6 was released. A bunch of bugs have been removed and many useful features have been added:
Changes in this version:
A big bug has been fixed. It probably has a lot of unknown and irreproducible accident damage.
Colors in different contexts Objectives should now be indicated with significant up rather than +~. This last character caused a lot of trouble. You can create shift + 2 keys for it. There is also a keyboard shortcut: Ctrl + R + R will.
When editing objectification, you don't need to retype the entire text.
Finally a new feature in this version: you can make a plot!
Well, now let's move on to the most important function:
Attention! This function was not described by me, but by Dutchy3010 on
Your Site.
Storyline function
In this guide, we are trying to explain the plot feature. The concept is very simple: you can create a story with over 24 missions. You can also use loaded missions (but you can't use dyom0.dat files). In this version, there is only one scene Possible in Sametime.
Before using this
First, you have to make a folder called "DSL" (in capital letters) in the San Andreas user files folder (next to the San Andreas dyomx.dat files and normal save files). Once you've made the story, you have to compromise a few files in this folder: of course the mission files, _INTRO.dat, _OUTRO.dat, and _AUTORUN's _STORY.dat are possible (if you chose a car, I'll explain that later).
Intro
You can use the mission as an intro. This will start immediately after the start of the storyline. You can use this with a scene cut (as CJ arrived in San Andreas) also that you can only change the player the player you are using in the mission. There is only one intro mission, you can't make more intros. Then you have to use the "normal" storyline missions. You don't have to use if you are doing as an introduction to. You can load-intro missions with the option "Load intro missions" in the storyline Menu > Mission Menu. When you only use the Intro (and no other mission), it's just that you can do a better normal mission as you used too.
Missions
After the intro you can import normal missions. First you have to save yourself in the DSL folder. Go to the game and do or because you load the mission. Save it select "Save Mission DSL" in Storyline Menu > Mission Menu. Give it a name, for example mission1. Then make or load another mission and name (mission2). There will appear in DSL traffic congestion, especially which ones you gave it to the game. So in my example, you will find mission1 mission2 and DSL in a folder. Of course, you will be able to download the mission statement.
Next you have to do the trigger missions. Plot select Menu > Add Mission Trigger. Then the specific type you have given to the mission (ie, file or folder, in DSL). Finally, you must qualify when the mission is available. If you say 0, it will play immediately after the mission is entered. When you say one, it will play after you have completed the first mission.
Small example:
Mission1 -> 0
Mission2 -> 1
Mission3 -> 0
Mission 4 -> 5
Mission 5 -> 3
Mission1 can be played When the introduction is over. Mission2 can be played after the player has completed mission1. Mission 3 is also available from the moment the introduction is over. Mission 4 cannot be replayed until the player has completed mission 5. Mission 5 can be played when the player has completed mission three.
So missions don't have to be chronological logic!
Remember that which missions cannot be called will not be in the mission list. So if Mission4 is played after mission6 (or mission5 instead), it won't play at any point since there is no mission 6. The same will happen if you say Will Be mission4 will play after mission4.
You can delete or edit trigger missions. When a mission trigger is removed, the other number of well-meaning triggers will also change. When it's not what you want, you edit always triggers the mission, so the change you'll make when the mission is turned on (so no.).
Outro
Outro works the same as intro. The only difference is what it will look like When there are no more busy missions. After the end of the credits you will go back to the fashion designer.
Quit plot
What you can cast is the storyline by pressing Y and N in Sametime. However, this only works between missions. This will not work when you are in a mission (or intro/outro).
Clear / Test storyline
I think theses are functions that don't need too much explanation. Open Mission Story MEANS here and all triggers will be removed. With plot function test you will play your plot.
Autorun
There will be a DSL file in a folder named "_AUTORUN. You can use two ways to disable autoplay. Firstly, you can play the main storyline, and use the Y / N functions. Then you will return to the modder, where is the position that you can disable it in the storyline menu.You can also delete the "_AUTORUN" file folders with DSL.So autorun is disabled too.
Changes in this version:
A big bug has been fixed. It probably has a lot of unknown and irreproducible accident damage.
Colors in different contexts Objectives should now be indicated with significant up rather than +~. This last character caused a lot of trouble. You can create shift + 2 keys for it. There is also a keyboard shortcut: Ctrl + R + R will.
When editing objectification, you don't need to retype the entire text.
Finally a new feature in this version: you can make a plot!
Well, now let's move on to the most important function:
Attention! This function was not described by me, but by Dutchy3010 on
Your Site.
Storyline function
In this guide, we are trying to explain the plot feature. The concept is very simple: you can create a story with over 24 missions. You can also use loaded missions (but you can't use dyom0.dat files). In this version, there is only one scene Possible in Sametime.
Before using this
First, you have to make a folder called "DSL" (in capital letters) in the San Andreas user files folder (next to the San Andreas dyomx.dat files and normal save files). Once you've made the story, you have to compromise a few files in this folder: of course the mission files, _INTRO.dat, _OUTRO.dat, and _AUTORUN's _STORY.dat are possible (if you chose a car, I'll explain that later).
Intro
You can use the mission as an intro. This will start immediately after the start of the storyline. You can use this with a scene cut (as CJ arrived in San Andreas) also that you can only change the player the player you are using in the mission. There is only one intro mission, you can't make more intros. Then you have to use the "normal" storyline missions. You don't have to use if you are doing as an introduction to. You can load-intro missions with the option "Load intro missions" in the storyline Menu > Mission Menu. When you only use the Intro (and no other mission), it's just that you can do a better normal mission as you used too.
Missions
After the intro you can import normal missions. First you have to save yourself in the DSL folder. Go to the game and do or because you load the mission. Save it select "Save Mission DSL" in Storyline Menu > Mission Menu. Give it a name, for example mission1. Then make or load another mission and name (mission2). There will appear in DSL traffic congestion, especially which ones you gave it to the game. So in my example, you will find mission1 mission2 and DSL in a folder. Of course, you will be able to download the mission statement.
Next you have to do the trigger missions. Plot select Menu > Add Mission Trigger. Then the specific type you have given to the mission (ie, file or folder, in DSL). Finally, you must qualify when the mission is available. If you say 0, it will play immediately after the mission is entered. When you say one, it will play after you have completed the first mission.
Small example:
Mission1 -> 0
Mission2 -> 1
Mission3 -> 0
Mission 4 -> 5
Mission 5 -> 3
Mission1 can be played When the introduction is over. Mission2 can be played after the player has completed mission1. Mission 3 is also available from the moment the introduction is over. Mission 4 cannot be replayed until the player has completed mission 5. Mission 5 can be played when the player has completed mission three.
So missions don't have to be chronological logic!
Remember that which missions cannot be called will not be in the mission list. So if Mission4 is played after mission6 (or mission5 instead), it won't play at any point since there is no mission 6. The same will happen if you say Will Be mission4 will play after mission4.
You can delete or edit trigger missions. When a mission trigger is removed, the other number of well-meaning triggers will also change. When it's not what you want, you edit always triggers the mission, so the change you'll make when the mission is turned on (so no.).
Outro
Outro works the same as intro. The only difference is what it will look like When there are no more busy missions. After the end of the credits you will go back to the fashion designer.
Quit plot
What you can cast is the storyline by pressing Y and N in Sametime. However, this only works between missions. This will not work when you are in a mission (or intro/outro).
Clear / Test storyline
I think theses are functions that don't need too much explanation. Open Mission Story MEANS here and all triggers will be removed. With plot function test you will play your plot.
Autorun
There will be a DSL file in a folder named "_AUTORUN. You can use two ways to disable autoplay. Firstly, you can play the main storyline, and use the Y / N functions. Then you will return to the modder, where is the position that you can disable it in the storyline menu.You can also delete the "_AUTORUN" file folders with DSL.So autorun is disabled too.
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