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Author Topic: Checkpoints  (Read 454 times)

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TH

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Checkpoints
« on: 03 Apr 2004, 00:31:40 »
hi, I need some help with making 10 or so checkpoints for a race and 1 finish line that when activated shows the players name who crossed it and ends the game... but only if they went through all the checkpoints ;D hope its possible

Offline rhysduk

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Re:Checkpoints
« Reply #1 on: 03 Apr 2004, 03:15:24 »
Reviewed Missions Board: Please Read the User's Guide before posting!

Pride and Joy 1 (HW100-T)

TH

  • Guest
Re:Checkpoints
« Reply #2 on: 03 Apr 2004, 17:11:43 »
thx but that thread didnt answer my question :(

Offline macguba

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    • macguba's operation flashpoint page
Re:Checkpoints
« Reply #3 on: 04 Apr 2004, 12:50:26 »
You just need a whole bunch of triggers and a wee script.    For each checkpoint you need a trigger for each player:  group the trigger to the player and you'll get new options in the Activation box.   Each checkpoint trigger will look something like this.

Activation:   player1 present
On activation:    P1_Check1=true

The script will run a little loop to check when somebody wins and will then display the correct message.   This is not a script, it is just a sketch for the script.

#loop
~0.5
? P1_Check1 and P1_Check2: goto "P1win"
? P2_Check1 and P2_Check2: goto "P2win"
goto "loop"

#P1win
hint "Player1 wins!"
exit

#P2win
hint "Player2 wins!"
exit

This is a very crude way of doing it, which will get messy with a lot of players and/or checkpoints, but it will at least work.   Syntax etc not guaranteed.    






Plenty of reviewed ArmA missions for you to play

TH

  • Guest
Re:Checkpoints
« Reply #4 on: 06 Apr 2004, 02:08:44 »
Alright ill mess with it awhile and tell u how it works