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Author Topic: Bridge bombing mission  (Read 479 times)

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Kalkin

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Bridge bombing mission
« on: 24 Jul 2004, 06:01:37 »
I'm making a mission on Trinity where one of the objectives is to destroy Helm's Bridge (one section is fine).  How can I tell the game that the bridge has been destroyed so it knows when to change the objstatus to done?

Offline Peter_Bullet

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  • "The evil that men do lives on and on"
Re:Bridge bombing mission
« Reply #1 on: 24 Jul 2004, 08:13:34 »
You probably don't mean La trinity, 'cause there aren't bridges on Malden ;)

It is simple on a condition line write:

not (alive x)

You probably new this ;) Well on the place of x you write the unit name. If you use island objects (I'm not sure of this, I read this from FDF website long ago...)

write the object ID like: not (alive 30375)
or then you write object+ID: (alive object3425)
or something like that... ;)

You can see ID's by checking the box "Show ID's" in the editor. The ID's change everytime you change the objects on the island, so, it must be finished before you can make ID based missions ;)

Offline Plane

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Re:Bridge bombing mission
« Reply #2 on: 24 Jul 2004, 09:09:24 »
You may use a trigger to do this ;D
If you want something to happen when a object is destroy
 :gunman:
Type "getdammage (object x) >= 1" in the condition feild
"x" is the object ID number
 :cheers:

The Resistance compaign level 15 "Fireworks" use this trigger
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Kalkin

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Re:Bridge bombing mission
« Reply #3 on: 25 Jul 2004, 04:59:05 »
Good enough. Thanks, i didn't know about the ID numbers but I knew well wnough how to work with triggers to tell when something was dead.

 (and i DO mean Trinity Island, not anything on Malden  :P)

Thanks guys!!