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Author Topic: How do you?  (Read 904 times)

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tate

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How do you?
« on: 05 Jun 2005, 12:05:45 »
How d you make obectives in mission editor
 :gunman:
 :gunman:                                                        :noo:
 :gunman:
« Last Edit: 05 Jun 2005, 12:07:19 by tate »

Offline THobson

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Re:How do you?
« Reply #1 on: 05 Jun 2005, 12:37:39 »
Well you don't.  You put them in the briefing and then either using a trigger or a script you set their status using objStatus

objective objStatus status

Operand types:
objective: String
status: String
Type of returned value:
Nothing
Description:
Set briefing objective status. Status may be one of: "ACTIVE", "FAILED", "DONE","HIDDEN".

Example:
"obj_1" objStatus "FAILED"


qqqqqq

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Re:How do you?
« Reply #2 on: 05 Jun 2005, 13:17:18 »

Offline Peter_Bullet

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Re:How do you?
« Reply #3 on: 05 Jun 2005, 16:04:54 »
The moderators won't be happy :P ;)

Offline Planck

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Re:How do you?
« Reply #4 on: 05 Jun 2005, 16:12:29 »
I'm happy---look--------------->> ;D ;D

Why wouldn't I be happy?


Planck
I know a little about a lot, and a lot about a little.

Offline Peter_Bullet

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Re:How do you?
« Reply #5 on: 05 Jun 2005, 16:14:34 »
Sorry, I know I shouldn't post like that. ;)

Because ofpec clearly says: read the following tutorials ... and they teach stuff like that :)

But really, not my business  :-[

Offline Planck

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Re:How do you?
« Reply #6 on: 05 Jun 2005, 16:17:25 »
You are essentially correct, but, not everyone realises that there are heaps of tutorials in the Editors Depot that they should check first.

They just need a quick pointer in the correct direction.   ;D

No worries.



Planck
I know a little about a lot, and a lot about a little.

Offline Tomb

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Re:How do you?
« Reply #7 on: 05 Jun 2005, 19:35:05 »
 ::) I usually assume that ppl asking "basic" questions are either new to the game, or its their first REAL mission:

...and both cases are interesting, joyful and good for the community, hence why I always post a copy of the
crap tha other people either refer to or point at with a naggin' attitude:  8) ;)

========================================

[size=12]ABOUT OBJECTIVES[/size]

In order to properly use objectives you have to understand the following three areas:

- The briefing.html file
- The ObjStatus command
- The init.sqs file


The Briefing.html File

The briefing.html file is where you will define all objectives for your mission, regardless of whether you want them to be hidden at the start or not. Objectives are defined in briefing.html as follows:


Lolisse is to be secured, and a firm base established to prevent enemy counter attack.


Subsequent objectives would be "OBJ_2", "OBJ_3" etc.

Don't forget that you can also link to markers on the map. If you had a marker named obj1 at the objective, you could use:


Lolisse is to be secured, and a firm base established to prevent enemy counter attack.



and

simply define the bounds of a paragraph in html.

Objective Basics

Objectives don't just have to sit there for the whole mission. They can be made to pop up at any stage during the mission or disappear as they are completed as new objectives surface.

The single command that is used to manuipulate objectives is ObjStatus.

This command is called as follows:


"objectiveNumber" ObjStatus "objectiveStatus"

objectiveNumber is the number of the objective to modify, corresponding to the numbers in the briefing file. Quotes are necessary.

objectiveStatus the status to set. Quotes are necessary.

Valid values are :

"DONE" - Will mark the objective as done in the mission warrent
"FAILED" - Mark the objective as failed in the mission warrant
"HIDDEN" - Objective won't appear in the mission warrant
"ACTIVE" - Unhides a hidden objective


For now, we will just examine "DONE" and "FAILED".

Suppose we had an objective as described above, to capture Lolisse. This is objective 1. We could put a trigger around Lolisse, activated by the player's side being present. In the activation field you could put:

"1" ObjStatus "DONE"

And this would flip the objective in the briefing to done. Suppose the player must keep a certain unit alive during the assault (the bosses sports car for example, named bosscar). The following would be in the condition field of a trigger:

NOT(alive bosscar)

And the following would be in the activation field:

"1" ObjStatus "FAILED"

Flipping the capture Lolisse objective to failed.

Hiding Objectives

If you want to hide an objective at the initial briefing, you must create a file called init.sqs in your mission folder. This file will be called automatically by OFP at the start of your mission (before the briefing window appears). We don't need to make any calls to this script file, OFP will do that for us.

If we wanted our capture Lolisse objective to be hidden at the initial briefing, we would put the following line into init.sqs:

"1" ObjStatus "HIDDEN"

and there will be no objective one shown at startup. Suppose we want the objective to become visible part way through the mission. We could use the following command in the activation field of a trigger:

"1" ObjStatus "ACTIVE"

This will make the objective appear in the mission briefing. There is no reason why we couldn't also link markers on the map with the objective to take Lolisse. If we wanted to hide the obj1 marker until the capture Lolisse objective is shown, we would firstly hide the marker via this command in init.sqs (the quotations are neccasary):

"obj1" SetMarkerType "Empty"

And then to display the marker we would use the following line in the same trigger activation field as "1" ObjStatus "ACTIVE":

"obj1" SetMarkerType "Destroy"

This will show the obj1 marker with a "Destroy" icon. Some other icon types are:

"Start" - Arrow moving out of a circle
"End" - Circle with an arrow going into it from the top
"Pickup" - Arrow bouncing in and out of a circle
"Marker" - X icon
"Arrow" - Arrow
"Flag1" - Flag icon
"Warning" - Exclamation Mark
"Dot" - A dot
"Join" - Two Arrows joining in a circle
"Unknown" - Question Mark


The init.sqs file is the key to hidding markers and objectives at the initial briefing. It also provides a good way to initialise global variables and perform any other pre-mission tasks that you require


==================================

There! Thats how ofpec members reply & support!  :-*


Offline Planck

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Re:How do you?
« Reply #8 on: 05 Jun 2005, 19:45:37 »
Or just point them to the relevant tutorial in the Editors Depot, then they can download it and read it at their own pace.  :)

After all, thats why the tutorials were written, so people could read them and learn how to do whatever it is.


Planck
I know a little about a lot, and a lot about a little.

tate

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Re:How do you?
« Reply #9 on: 06 Jun 2005, 09:57:55 »
there is a error message for a vehicle anti aircraft

error mesage says

"   no entry 'bin\config,bin::cfgvehicles,Vulcan'.   "

why is this?

Offline Peter_Bullet

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Re:How do you?
« Reply #10 on: 06 Jun 2005, 16:30:17 »
It means that you have a vehicle classed as "Vulcan", wich you don't have in your version of flashpoint:

If you have 1.0 (only the original game) you don't have it.
if you have 1.3 > (Red Hammer) you definitely have it and it's very strange.
If you have 1.75 > (ONLY resistance, not RedHammer) you have started the original flashpoint (flashpoint.exe) instead of resistance (flashpointresistance.exe)