I just found this:

It contains some very interesting thoughts on transforming the vanilla HW1 campaign into a non linear campaign, whilst retaining the original missions (just giving the player a choice at the end of certain missions).

Here is the campaign plan:

I think this is a great concept and I’d love to see it implemented.

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There is no function to “load level [LEVELNAME]”.

You could fake it by writing the desired level name to a text file and then reading this text file in the next mission. The default save/load system might get confused however.

The only way I could imagine this working is if the campaign files have access to dofilepath. Then levels could write variables to a persistent file and the campaign file could read them to change what mission is next.

One problem being that you’d need to completely restart the game after every branch point for this to work.

You can take a look through this mod. It is nonlinear as well.

https://steamcommunity.com/sharedfiles/filedetails/?id=1009418970

The situation is still very confusing, however.

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Aha. I read through the mission files there and that’s a clever way to do it. It’d be troublesome if you wanted to play animatics between missions, but I never managed to get the game to load new video anyway so that’s kind of a moot issue.

You can restart current mission again and again, and the .lua and .level file of this mission use dofilepath depending on a text file you output last time.

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That’s interesting, so you could have a giant lua and level and do a mission select inside…