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Author Topic: problems with Scud Launch  (Read 1830 times)

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DarkCell

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problems with Scud Launch
« on: 23 Aug 2004, 17:06:45 »
well i made this map that Begins with a Scud launcher riding towards his base and there he gonna prepare the scud for launch after that The Scud will launch in 3 minutes and when you don't destroy it in 3 minutes Mission will be failed!

I don't have Problems with starting the scud and launching it but problem with Scud is not alive anymore!

When the scud is destroyed the mission still saying Failed after 3 minutes! ???

and the Mission was supposed to fail when the scud is launched!
and the scud cant be launched when the scud is dead!
 :-\


Can anyone tell me what I did wrong with it?
and how the Scud can be destroyed succesfull without letting the mission be failed in 3 minutes when scud is dead already!

I only want the mission to be failed in 3 mins when scud is alive and launches the scud.

Can someone Help me with it?  :)

Offline macguba

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Re:problems with Scud Launch
« Reply #1 on: 23 Aug 2004, 17:13:57 »
When the scud is destroyed you need to use a variable to "turn off" the mission failed ending.
Plenty of reviewed ArmA missions for you to play

Offline Tyger

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Re:problems with Scud Launch
« Reply #2 on: 23 Aug 2004, 17:19:30 »
Make two triggers, one has the min, mid and max set for 180 (3mins) and in the On Activation: timeOut = true

the second trigger has:
Condition: !(alive scud_1) and !(timeOut)
On Activation: "1" ObjStatus "Done"; player AddRating 1000; ForceEnd

and hav it set to End 1

P.S. To make the mission failed after 3 mins:
Condition: timeOut
On Activation: "1" ObjStatus "Failed"; player AddRating -10000000000; ForceEnd

and hav it set to End 2

Cheers :cheers:
Tyger
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

DarkCell

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Re:problems with Scud Launch
« Reply #3 on: 23 Aug 2004, 17:23:22 »
but the mission has to continue when scud is destroyed so when I want mission to continue I leave the Forceend away?  ???

Offline Tyger

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Re:problems with Scud Launch
« Reply #4 on: 23 Aug 2004, 17:26:46 »
Oh, then tke out the End 1 and End 2 and the ForceEnds. :P
That should do it.
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

Offline macguba

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Re:problems with Scud Launch
« Reply #5 on: 23 Aug 2004, 17:52:22 »
Quote
the second trigger has:
Condition: !(alive scud_1) and !(timeOut)
On Activation: "1" ObjStatus "Done"; player AddRating 1000; ForceEnd

and hav it set to End 1

If you have it set to End1 you don't need the forceEnd command.      In any case forceEnd is for emergencies, you don't need it in the ordinary course of events.

You would need to initialise the variable timeOut somewhere or it won't work.     !alive is problematic with vehicles:  they can look destroyed when they are not.    I usually use:-

not canFire scud1 and not canMove scud1

Quote
one has the min, mid and max set for 180 (3mins) and in the On Activation: timeOut = true

 To make the mission failed after 3 mins:
Condition: timeOut
On Activation: "1" ObjStatus "Failed"; player AddRating -10000000000; ForceEnd

This will end the mission whether the scud has been destroyed or not.    ::)



What you need is something like this:-

Trigger1:-
Type:   End#2
Condition:     scudState scud1 >= 4
On activation:     "1" objStatus "failed"

Trigger2:-
Condition:   (scudState scud1 < 4) and (not canFire scud1)
On Activation:    "1" objStatus "done"

The timing of the scud firing should be controlled in the scud firing script/trigger.    

Syntax, etc. not guaranteed.  I haven't tested whether canFire works with scuds.

Plenty of reviewed ArmA missions for you to play

Offline Tyger

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Re:problems with Scud Launch
« Reply #6 on: 23 Aug 2004, 17:57:40 »
Quote
Quote:one has the min, mid and max set for 180 (3mins) and in the On Activation: timeOut = true

To make the mission failed after 3 mins:
Condition: timeOut
On Activation: "1" ObjStatus "Failed"; player AddRating -10000000000; ForceEnd

This will end the mission whether the scud has been destroyed or not.    

forgot to add the
Code: [Select]
&& alive scud ;D :P

about the End 1 command, sometimes the mission wont end for me if I have End 1 selected, so I use ForceEnd to back it up. But yeah, you dont need it. Put it there just outta habit i guess
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

Offline macguba

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Re:problems with Scud Launch
« Reply #7 on: 23 Aug 2004, 17:59:55 »
Quote
about the End 1 command, sometimes the mission wont end for me if I have End 1 selected

You've probably got a stray End1 trigger somewhere else in the mission.    I've had that a couple of times and it can be hard work sorting it out.    The end won't occur unless all End1 triggers are fired.
Plenty of reviewed ArmA missions for you to play

Offline Tyger

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Re:problems with Scud Launch
« Reply #8 on: 23 Aug 2004, 18:03:03 »
thats probably it. gotta make sure I dont do that then. even i learned something today!

cheers :cheers:
Tyger
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

DarkCell

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Re:problems with Scud Launch
« Reply #9 on: 23 Aug 2004, 18:07:55 »
well you all can't fix the problem, The mission still fails wether the scud is been destroyed or not.  :(


Here is some info about all the triggers I use for this scud:


Trigger 1: Scud preparing for launch

activation: Vihicle
condition: this
on activation: scud1 action ["SCUD launch"]


Trigger 2 : Launches the scud (mission failed)

activation: vihicle
condition: this
on activation: scud1 action ["SCUD start"]


Trigger 3: Mission failed

type: end2
condition: scudState scud1 >= 4
on activation: "1" objStatus "failed"


Trigger 4: Mission Completed

condition: (scudState scud1 < 4) and (not canFire scud1)
on activation: "1" objStatus "done"





you people see what I did wrong????  ???


Offline Tyger

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Re:problems with Scud Launch
« Reply #10 on: 23 Aug 2004, 18:15:53 »
are you failing the mission immediatly, or after you've killed the scud?
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

DarkCell

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Re:problems with Scud Launch
« Reply #11 on: 23 Aug 2004, 18:18:57 »
the missions fails after 3 mins when scud is launched

I put the timer in Trigger 2 , after 3 mins Trigger 2 get's activated and Scud is launched
But how can I let trigger 2 not activate when Scud is Destroyed??  ???

Offline macguba

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Re:problems with Scud Launch
« Reply #12 on: 23 Aug 2004, 18:29:01 »
This feels as if it might be an OFP bug:  if you order scud1 to fire, then the scudState records that whether or not scud1 is actually able to fire.    (Scuds were originally intended to be just for looks so you should always expect odd things like this when using them.)

Try:

Trigger 2
Condition:   this and alive scud1

Or:

Trigger3
Condition:  (scudState scud1 >= 4) and alive scud1

Or both, obviously.
Plenty of reviewed ArmA missions for you to play

DarkCell

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Re:problems with Scud Launch
« Reply #13 on: 23 Aug 2004, 18:43:57 »
still no use the script just doesn't work :(


is there realy no way to DEACTIVATE trigger 2?

nobody knows a way to DEACTIVATE the timer on trigger 2??

Offline macguba

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Re:problems with Scud Launch
« Reply #14 on: 23 Aug 2004, 19:00:55 »
Quote
still no use the script just doesn't work

What do you mean?  What did you do?   What happened?    I've put some time and effort into trying to solve your problem and I'd appreciate a little feedback on how things went when you tried my last suggestion.    I suspect you have failed to follow it properly.

We can't help you unless you give us all the relevant information.    I know you're frustrated but throwing your toys out of the pram doesn't actually help.    Go and have a cup of tea and a chocolate biscuit and come back to this later.  ;)




Plenty of reviewed ArmA missions for you to play