With version 6, DYOM has been extended with storyline functionality, which enables you to put several missions (upto 24) in a container,
where you can trigger the individual missions at certain locations indicated on the radar. So the player can "Freeroam" before choosing to play the next mission. Not all missions will have to be available from the start, you can configure that a certain mission must have been passed before an other one is unlocked. It is upto the storyline designer when a mission becomes available to the player.
If you have several of them unlocked at the same time, the player can choose which mission he wants to play next or you can define a exact sequence, by making sure that there is only one mission unlocked at any time and passing a mission will unlock the next one.
At any time there is one storyline, that lives in the DSL (Dyom StoryLine) directory in your "GTA San Andreas User Files".
You don't need to load or save the storyline. All changes that you make to the storyline are auto-saved to that directory.
A storyline consists of the following elements:
- Mission files: Traditional DYOM mission files, but now with arbitrary names, that are stored in the DSL directory.
- Mission Triggers: A collection of locations, that each trigger the start of one of the Mission files. (Stored in DSL/_STORY.DAT)
- Intro Mission: A traditional DYOM mission file, that is played at the start of your storyline (Stored in DSL/_INTRO.DAT)
- Outro Mission: A traditional DYOM mission file, that is played at the end of your storyline (Stored in DSL/_OUTRO.DAT)
- Autorun flag: Indicating that the Storyline will be started when you startup DYOM. (Stored in DSL/_AUTORUN
- Location, this is the position where the sphere will appear that actually trigger the mission, once the mission is unlocked.
- missionfile name, the name of the missionfile that exists in the DSL directory that contains the mission to be triggered.
- Icon, the icon that appears on the radar at the location where the mission can be triggered once it is unlocked
- Missionrewards, changes/settings that occur when the triggered mission is passed(e.g. money, riot-mode, weather, peds, traffic).
- "Unlock after", contains the number of the missiontrigger that must be passed, before this one is unlocked. (0 indicates unlocked from the start)
In designmode you have to keep in mind that you are always working on two things in parallel:
- The Storyline, which might be empty, in which case you will not notice it.
- A mission, that you either cteated or loaded from a file.
- Test StoryLine - Start playing the storyline.
- Clear StoryLine - Clear MissionTriggers, intro, outro and autorun setting. (the existing missionfile remain in DSL)
- Mission Menu
- Save Mission to DSL - Store the current mission as a named missionfile in the DSL directory, so it can be used in a missiontrigger.
- Save Mission as Intro - Store the current mission as the Intro.
- Save Mission as Outro - Store the current mission as the Outro.
- Load Mission from DSL - Load a named missionfile from the DSL folder in the editor, so you can edit it (or play it)
- Load Mission from Intro - Load the Intro mission into the editor, so you can edit it (or play it)
- Load Mission from Outro - Load the Outro mission into the editor, so you can edit it (or play it)
- Autorun Toggle - toggle the "autorun" status of the storyline.
- Add MissionTrigger - Create a new missiontrigger at the current location.
- Edit MissionTrigger - Edit the Nearest missiontrigger.
- Remove MissionTrigger - Remove the nearest missiontrigger.
While playing a storyline but you're not in a mission (so called free-roaming), you can press 'y' and 'n' simultaneous to access the "ingame menu". This provide options to:
- Abort the storyline - going back to designmode
- Store Progress - saves the current state of "passed" mission for the current Storyline
- Load Progress - load the previous saved progressfile.
- Before you define a missiontrigger, you should always create the mission itself and store it in the DSL directory.
- If a mission is failed, no new missiontriggers are unlocked, but the current one still is, so it can be triggered again.
- The storyline ends (and thus the outro mission is started) when there are no more unlocked missions available.
- The outro mission is best kept "FAIL-proof", as it won't be restarted when you fail it. It's mainly intended to contain cutscenes and other non-interactive objectives, to tie up the story.
- The intro mission is also best kept "FAIL-proof", but it will automaticly be restarted should it fail.
- To distribute a storyline, put the DSL directory (with all needed files) into a zip file and upload it to dyom.gtagames.nl