Home   Help Search Login Register  

Author Topic: Alive *and* dead (trigger)  (Read 636 times)

0 Members and 1 Guest are viewing this topic.

El Savior

  • Guest
Alive *and* dead (trigger)
« on: 26 Jul 2003, 01:06:57 »
I'm doing a rescue operation. Normally I will make trigger: unit not present - if unit dies (er, not present I mean) mission is over. It's easy. But this time rescued unit will crash and die little later. So, objective one is to keep that unit alive and second objective is to check his bones in crash land (hope to find any survivors).  :o How to make a trigger in this case?

I have tryed alive script etc. nothing work  >:(
« Last Edit: 26 Jul 2003, 01:11:39 by El Savior »

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Alive or dead (trigger)
« Reply #1 on: 26 Jul 2003, 01:14:21 »
Not sure I fully understand, but I think you mean that if the loon dies in one place/time you get one ending, and if he dies at another place/time you get a different ending.

If that's true, then its easy.   You need a variable.

Two triggers:

1)    Activation - {loon not present} and (not obj1)

2)    Activation - {loon not present} and obj1

So if the variable obj1 is false and the loon dies the first trigger will fire:   if the variable is true and he dies then the second trigger will fire.     This is one of the cases where you will have to define the variable in init.sqs or somewhere, otherwise it won't work

obj1=false

Hope that helps.
Plenty of reviewed ArmA missions for you to play

El Savior

  • Guest
Re:Alive *and* dead (trigger)
« Reply #2 on: 26 Jul 2003, 02:11:20 »
I have obj1=false in my init.sqs.

What do I need to write to trigger condition to check this variable? Just obj1 doesn't work.

Offline .pablo.

  • Former Staff
  • ****
  • When in doubt, empty the magazine.
Re:Alive *and* dead (trigger)
« Reply #3 on: 26 Jul 2003, 02:26:31 »
just obj1 should work, in ur condition box it should read this:

this and obj1

then group the guy to the trigger and set the trigger to "not present" and "once"

and could you re-explain what you mean here:
Quote
But this time rescued unit will crash and die little later. So, objective one is to keep that unit alive and second objective is to check his bones in crash land (hope to find any survivors).  
try writin a step by step of what u want to happen, it makes the events of the mission easier to understand
« Last Edit: 26 Jul 2003, 02:29:37 by pablo_m123 »

El Savior

  • Guest
Re:Alive *and* dead (trigger)
« Reply #4 on: 26 Jul 2003, 04:10:20 »
Here's my mission step-by-step:

Obj1 - Secure area & wait for chopper
- if ambassador unit die mission is over

To succeed in obj1, chopper must pick up ambassador and fly away.

Later about 1000 meters away chopper is attacked & destroyed (and ambassador certainly is killed). But before this obj1 is done.  ;D

Obj2 - Check any survivors in crash site
- eliminate any hostile forces
- Check Black Hawk for survivors (there are no one)


Obj3 - Get to Tango point for extraction
- Walk or drive, wait for another chopper to come

The problem was how to handle "killed too soon" in obj1 witch of course should result failure in mission. After obj1 is done this "killed-trigger" should be past&forget.

I hope this will clear things up...

Now, I must get couple hours beaty sleep (it's almost 5 a.m.). I get back to your tips later today. Thanks.

El Savior
« Last Edit: 26 Jul 2003, 04:14:25 by El Savior »

Offline .pablo.

  • Former Staff
  • ****
  • When in doubt, empty the magazine.
Re:Alive *and* dead (trigger)
« Reply #5 on: 26 Jul 2003, 05:35:35 »
ah, much clearer now

you basically do what macguba said:

make a trigger to let the game know the guy isn't rescued at the start
condition: true
activation: guyrescued = false

make one lose trigger for the first objective:
area: 0 x 0
condition: !(alive guy) and !(guyrescued)
type: Loose

and one trigger ending the 1st objective:
area: ~ 500 x 200 is good for detecting helis
condition: guy in heliname
activation: guyrescued = true
^group this trigger to the guy^


and you can get all fancy with unhiding objectives, using sidechat to let the player know what happened, cutscenes, etc

El Savior

  • Guest
Re:Alive *and* dead (trigger)
« Reply #6 on: 26 Jul 2003, 13:36:49 »
Finally! It's working! 8)

I made three triggers just like you told me to and the rescue variable.

BTW, is there a way to know exatly where the Black Hawk was downed? Base Firefly could give cordinates to player when hidden obj (check for survivors) is active. Now crash site is quite big (about 150 m circle). I was thinking that player needs to be very close to crashed chopper (1-5 metres) to check for the bodied. Because I don't know exat crash site location I made 150 m trigger (any player will active it). Firefly will give 'order" to check chopper and automatically after 30 sec obj2 (check crash site) is done.
This obj2 is a minor problem. Still if someone knows better way to do it please let me know.

Thanks again for your help!  :)

El Savior