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Author Topic: making a marker or objective appear  (Read 438 times)

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TERA_Forrest

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making a marker or objective appear
« on: 19 May 2004, 19:51:49 »
i'm making a coop and i don't want the people playing to know all the info yet.  How do i make markers and objectives pop up on the breifing and map after a triger has been set off?

Offline dmakatra

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  • Better known as Armsty
Re:making a marker or objective appear
« Reply #1 on: 19 May 2004, 20:12:39 »
For the markers, set the marker you want to hide in the editor to "emtpy" and then use the command setmarkertype to change it, see below.

As for the objective, in your init.sqs file type:
"obj_X" objstatus "Hidden"

and when it should show up use:

"obj_X" objstatus "Active"

Where X is the number of the objective.

Code: [Select]
markerName setMarkerType markerType

Operand types:
markerName: String
markerType: String
Type of returned value:
Nothing
Description:
Set marker type. Type may be any of: "Flag", "Flag1", "Dot", "Destroy", "Start", "End", "Warning", "Join", "Pickup", "Unknown", "Marker", "Arrow", "Empty".

Example:
"MarkerOne" setMarkerType "Arrow"


:beat: *Gets Shot* :beat:

Dubieman

  • Guest
Re:making a marker or objective appear
« Reply #2 on: 19 May 2004, 20:15:47 »
Not sure on markers but I know how to do objectives.

In a trigger thats activated by a person being in the starting postion, you put in the activation field

"1" objstatus "HIDDEN"

The trigger that you want the obj to show goes like this when activated, out in activation field

"1" objstatus "ACTIVE"

I'm not sure about whether or not the obj is hidden in briefing. Replace the number 1 with what ever the obj is.

That's part of your Q answered.... :P

TERA_Forrest

  • Guest
Re:making a marker or objective appear
« Reply #3 on: 22 May 2004, 05:12:54 »
thanks, works great  ;)