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Author Topic: creating statistic at the end of mission  (Read 2253 times)

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juxie

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creating statistic at the end of mission
« on: 19 Nov 2004, 23:29:06 »
I have a Firing Range mission in which one soldier will run and shoot target board.
This target board is my own object.
At the end of mission I want to show how many target boards shot by player in the debriefing - statistic.
I notice now is that the game actually keep tracks on its own of how many soldiers is killed.

So how can I do that? Is it possible to make the statistic?

Offline General Barron

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Re:creating statistic at the end of mission
« Reply #1 on: 20 Nov 2004, 01:14:59 »
Yup! It sure is. The best way to do it would be with eventhandlers. Check the online com ref here for more info.

Basically, you can set it up so that every time one of these objects is killed/destroyed, a script or line of code is run. In your case, that line of code could just add to a counter of how many have been killed. You could do that by putting this in the init field of each target:

this addeventhandler ["killed", {HIT_TARGS = HIT_TARGS + 1}]

Then in your init.sqs, start the variable HIT_TARGS out at zero:

HIT_TARGS = 0
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Offline Tyger

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Re:creating statistic at the end of mission
« Reply #2 on: 20 Nov 2004, 02:35:13 »
How do you then show the varible in the debrief, i think is part of the question?  ;)

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Offline h-

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Re:creating statistic at the end of mission
« Reply #3 on: 20 Nov 2004, 06:49:37 »
Make the targetboard as soldier/game logic, not as static object...
Should not be hard if the targetboard is your own made 'AddOn', just some config changes...

Of course, making the board as an enemy soldier would be preferrable because  'killing' a board of your own side results in ngative score... ::)

But this is just a theory, no guarantees, blah blah blah... ::)
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Offline General Barron

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Re:creating statistic at the end of mission
« Reply #4 on: 20 Nov 2004, 20:47:19 »
How do you then show the varible in the debrief, i think is part of the question?  ;)

Ah! I see. :P I was thinking he was going to display the results in his own custom dialog/cutscene at the end. Didn't realize he was talking about the standard debreif screen.
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Offline Tyger

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Re:creating statistic at the end of mission
« Reply #5 on: 21 Nov 2004, 01:05:39 »
It's all right, GB. It happens to the best of us  ;) :P

yes, I think there was a forum related to this topic, and I think the answer was that:
No, you cannot. But I could be wrong.

some ask LCD  ;D

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Offline LCD

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Re:creating statistic at the end of mission
« Reply #6 on: 21 Nov 2004, 09:33:13 »
lol i hear ma name :D

the answer is very simple

u dont mess with what OFP displays in the debreifing unless or makin some mod or somin :P

but u can make it apear b4 that... im sure theres a script 4 that in the mission depot, and i remember i made some modifications 4 it... not sure if its on ma comp tho  :-X

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« Last Edit: 21 Nov 2004, 09:40:09 by LCD »
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bored_onion

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Re:creating statistic at the end of mission
« Reply #7 on: 21 Nov 2004, 17:36:58 »
in theory couldnt you create 6 different types of endings depending on what youve done in the missions?
e.g.
end1=3targets destroyed
debrief=well done, you destroyed 3 targets!

its fairly limited but it would add a little bit of versatility...

bored_onion

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Re:creating statistic at the end of mission
« Reply #8 on: 21 Nov 2004, 17:40:10 »
a sudden flash of inspiration...

you could do hide and reveal objectives according to how many you have destroyed so it might start:

Destroy targets (0 destroyed)

then you destroy one, so it hides that objective and replaces it with:

Destroy targets (1 destroyed)

and so on


once again i acknowledge its limitations and its still not a statistic per say but better than nothing

Offline LCD

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Re:creating statistic at the end of mission
« Reply #9 on: 21 Nov 2004, 22:27:24 »
declears bored_onision as genius ;D ;)

go and script that ;D

nah seriusly nice idea :thumbsup: i think if theres less than 30 targets it can b nice ting 2 do

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Offline Tyger

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Re:creating statistic at the end of mission
« Reply #10 on: 22 Nov 2004, 16:30:50 »
hmm, nice idea. Yes, and you wouldn't need the debrief stats.  :D
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Offline Igor Drukov

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Re:creating statistic at the end of mission
« Reply #11 on: 22 Nov 2004, 20:53:34 »
Or you could use AddRating and Rating : if you addrate 10000 for each target down, you can have quite a fair idea of the minscore, avgscore and maxscore in your description.ext, and you can run a little script at the end of the mishun checking the player's rating, and assign variables according to the range of the score, e.g. :

Code: [Select]
? rating player <50000 && rating player <60000 : end3=true
etc.

AvalanCh3

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Re:creating statistic at the end of mission
« Reply #12 on: 23 Nov 2004, 01:52:00 »
thanks for the answer however still i cannot get them to work then i define my object as human, the whole addon just simply disappear. anyone know what happen?

AvalanCh3

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Re:creating statistic at the end of mission
« Reply #13 on: 23 Nov 2004, 02:07:20 »
Yup! It sure is. The best way to do it would be with eventhandlers. Check the online com ref here for more info.

Basically, you can set it up so that every time one of these objects is killed/destroyed, a script or line of code is run. In your case, that line of code could just add to a counter of how many have been killed. You could do that by putting this in the init field of each target:

this addeventhandler ["killed", {HIT_TARGS = HIT_TARGS + 1}]

Then in your init.sqs, start the variable HIT_TARGS out at zero:

HIT_TARGS = 0

strangely i tried this method but i didn't work
dummy addeventhandler ["bulleye", {HIT_TARGS = HIT_TARGS + dummyhit}]

dummy is my object
dummyhit is a gobal variable define in my game as integer to track the score.

Offline macguba

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Re:creating statistic at the end of mission
« Reply #14 on: 23 Nov 2004, 02:13:24 »
 ::)

There is no EH "bulleye".    Hit the Ed Depot to find the list of EHs that actually exist.

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