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Author Topic: Advanced Editing (Help)  (Read 1530 times)

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Offline NightJay0044

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Advanced Editing (Help)
« on: 20 Jan 2006, 03:35:02 »
okay, lets get down to it......

I have a mission, the objectives are to destroy 3 enemy shilkas and 2 enemy hinds, but heres the catch, you must not set off the alarm before the hinds are destroyed because if you do, they will fly away. So the mission ends if you set off the alarm before you destroy the hinds.

Then you must destroy the 3 shilkas after you destroy the hinds, because if you destroy the shilkas first the hinds will have already flew flown away. Here's what I need to do in order for this mission to work. Which I'm lost on what to do. I already have like the whole mission created from previous efforts to try and make it, and there are a number of flaws in the editing, okay....Also all of these 5 enemy vehicles have names, (obviously)

Here's what needs to get done. I need to make it so that the mission will end if you set off the alarm before you destroy the hinds, but then I need to make it so the mission will not end after you have destroyed the hinds, because the alarm will go off after you have destroyed the hinds irregardless.  So can someone give me complete help here, on this concept, because I don't know what to do. Thank You all.
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marcus3

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Re:Advanced Editing (Help)
« Reply #1 on: 20 Jan 2006, 06:10:21 »

put in a trigger
!alive shilka1 and alive hind1 and alive hind2
useing your names of course ;)
that will check if the tank is dead and the hinds are alive
so, u can kill the hinds(a hind) and then the shilka and the alarm wont go off
then in the activion field put
Aleram = 1 (or how ever u are makeing it go off ;) )
so copy that 3 times, change the name of the shikla, and it should work :D
good luck mate



Offline XCess

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Re:Advanced Editing (Help)
« Reply #2 on: 20 Jan 2006, 07:36:30 »
or you could do this...

-Make a trigger, make it activate on west/detected by east,
-For the trigger type have end#2 (or is there a fail?)
-In the condition field type:
    this && (alive hindOne) && (alive hindTwo) && !heloDead
-In the effects field put the alarm on

-Make another trigger with the following in the condition field:
    !(alive hindOne) && !(alive hindTwo)
-In the onActivation field type
   heloDead = true;

put anything else in you want and hey presto tis all done.

Offline NightJay0044

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Re:Advanced Editing (Help)
« Reply #3 on: 21 Jan 2006, 01:08:57 »
Well, after you destroy the hinds and the shilkas, the player must return to his home base at which he started at. The playing area of this mission is a a big area. The shilkas are not all in the same spots, their spreaded out quite well. The hinds are in the same spot though. I already figured out how to set off the alarm and make the mission fail if you're detected. This is the trigger that I have that sets off the alarm and then ends the mission.

TYPE: End2
CONDITION: endmission && !obj_1_done
ON ACTIVATION: Hint "you were spotted"

That's basically all I have to fail the mission if you are detected. What I need that to deactivate though once you have destroyed the shilkas. So since you got a little more information, is that what I still need to do with those triggers, is there a certain place I need to insert them on the map?

Thanks.
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Offline TLI

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Re:Advanced Editing (Help)
« Reply #4 on: 21 Jan 2006, 02:23:26 »
The way I see it, you could set the Hinds to actually take off when the player is detected and the alarm goes off, and fly away to a trigger that ends the mission. That way, if the player is detected and doesn't destroy the choppers before they get away, he looses, but if the choppers are dead already, nothing happens.
(synchronize the waypoint to the alarm trigger, and place the point inside a "group present -- lose" trigger)
« Last Edit: 21 Jan 2006, 02:26:36 by N »
High explosives are essential.

Offline NightJay0044

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Re:Advanced Editing (Help)
« Reply #5 on: 22 Jan 2006, 23:16:55 »
Hey all, I'm not really sure what to do, because what if the player makes it to the hinds position before he sets off the alarm, but then the alarm goes off and if the player grabs a law launcher to shoot him down he could. Some how we could make it end when the hinds reach a certain point far enough away from the place that their in.

So if somone could help me with some trigger placements and how to set them up that would be great. Thanks.
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Offline Tyger

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Re:Advanced Editing (Help)
« Reply #6 on: 23 Jan 2006, 00:18:34 »
How to make triggers so that you must destroy hinds before the shilkas?

Place a trigger.
In the Conditions field type:
Code: [Select]
(!(alive shilka_one) || !(alive shilka_two) || !(alive shilka_three)) && !(NJAY_hindsDead)
In the On Activation field type
Code: [Select]
NJAY_missionFailed = true; hint "You failed the mission. The Hinds were not killed first.Effects: Play the alarm sound.

Place a second trigger.
Conditions:
Code: [Select]
!(alive hind_one) && !(alive hind_two)On Activation:
Code: [Select]
NJAY_hindsDead = true
Place a third trigger.
Timeout: 10,10,10
Type: End # whatever
Conditions:
Code: [Select]
NJAY_missionFailedOn Activation:
Code: [Select]
forceEnd
The first trigger looked to see if any of the shilkas were dead. Then it checked to make sure the variable NJAY_hindsDead was not true. If NJAY_hindsDead (which was weather or not the hinds had been killed) was not true and on the shilkas had been destroyed, it set off the alarm, gave a hint that you failed the mission, and then set NJAY_missionFailed to true.

The second trigger just checked to see if the hinds were destroyed. If so, NJAY_hindsDead was set to true, and the first trigger would not activate.

The third trigger just let the mission continue for 10 seconds then quit.

Also, note how I made the variables NJAY_myVariable name. I suggest all mission authors take that up, because I have found missions where variable names clash with mods and what not... Just a suggestion, but a good, easy and practical one.
« Last Edit: 23 Jan 2006, 00:24:35 by Tyger »
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Offline Tyger

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Re:Advanced Editing (Help)
« Reply #7 on: 23 Jan 2006, 00:30:33 »
Oh, and if you wanted to make it so that the hinds had to leave a certain area, you just add another trigger.

Size: Make it so that the edges are how far away the choppers have to fly for the player to fail.
Activated by: EAST
Type: End # whatever
Condition:
Code: [Select]
!(hind_one in thislist) || !(hind_two in thislist)On Activation
Code: [Select]
forceEnd
"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 Triggerhappy

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Re:Advanced Editing (Help)
« Reply #8 on: 24 Jan 2006, 04:48:57 »
you could simply attach it in a zip file...

Offline TLI

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Re:Advanced Editing (Help)
« Reply #9 on: 24 Jan 2006, 23:49:18 »
here is a mission setup that should work for you...
(I feel like a noob -- couldn't get the attach to work at first)
« Last Edit: 24 Jan 2006, 23:50:18 by N »
High explosives are essential.