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Author Topic: broken arrow mission need help!  (Read 1692 times)

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Offline danturn

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broken arrow mission need help!
« on: 04 Nov 2007, 16:55:31 »
This type of editing is way out of my league but i figured id give it a go anyway.

My aim is to make a mission slightly like the film broken arrow.

There will be 2 hummers, one with nukes on board.

I want to be able to have the option to deactivate the nukes on board the hummer using an add command, if the hummer is destroyed before the nukes are deactivated then it's mission failed as the nukes are destoyed, and to win the mission you need to deactivate the nukes and drive the car back to base.

I know how to fail the mission if the vehicle is destroyed, but have know idea how to simulate the nukes being on board and the add comman to deactivate them. how would i set up the command for the hummer and force the mission to end in a win once the command has been used, (deactivate nukes command),

thanks for any help!

Offline schuler

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Re: broken arrow mission need help!
« Reply #1 on: 05 Nov 2007, 12:04:29 »
hey danturn  :) , is it ok if theres an enemy in the hummer that wiil surrender to the player? or will that not go with the mission line? i think ive got something simular to what your doing. i just haven't  made it in to a massive explosion.  schuler
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Offline danturn

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Re: broken arrow mission need help!
« Reply #2 on: 05 Nov 2007, 17:57:57 »
Yes that would be fine. I had wanted the driver to be shot using something like a sniper rifle as long as the hummer wasn't destroyed if you understand me.

I have a script to cause the vehicle to blow up. I downloaded a scud pack with nuclear weapons on it, how do i find out the name of the missile blast too use instead of just a shell or one of the standard weapons in the game.

Secondly, how could i use an add action called 'deactivate nukes' to basically switch the script off, i was thinking instead of turning the script off, using the 'deactivate nuke' add action, it would change the unit name, say for example the unit was called 'nuke', the nuke explosion would obviously be something like 'nuke exec "explosion.sqs"' this would be set off using a trigger when the car was destroyed, is it possible to use the addaction to change the vehicle name from 'nuke' too something like 'unactive' so that the explosion.sqs would no longer take affect as the vechicle in question is technically no longer in the game?
« Last Edit: 05 Nov 2007, 22:06:23 by danturn »

Offline schuler

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Re: broken arrow mission need help!
« Reply #3 on: 05 Nov 2007, 23:37:10 »
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Offline danturn

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Re: broken arrow mission need help!
« Reply #4 on: 05 Nov 2007, 23:57:17 »
I didn't think of unpacking the pbo! how do i go about doing it? Would it be possible for you to linnk me too a program that does it please?

I have pretty much worked this all out now, i understand how to create the add action to place the deactivate idea, but i don't know how to go about stopping the vehicle exploding when inactive, i suppose i could link the action to a trigger to force the mission to end, but i had wanted to make the mission slightly longer. I just need to work out how to stop the car blowing up once it's destroyed and wiping everything out. I see where your coming from with the exit idea im just not sure how to go about it! Thats why i was wondering if it was possible to create a script to change a unit name, so it starts the mission as (for example), "bob", when you click the deactivate addaction, it changes the name too "dave".


thanks
« Last Edit: 06 Nov 2007, 00:05:39 by danturn »

Offline schuler

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Re: broken arrow mission need help!
« Reply #5 on: 06 Nov 2007, 00:06:28 »
Quote
create a script to change a unit name

maybe using a second script to get around this in some way or the search might be 'change unit name' or in a description.sqs .


edit
in descrition file, name = "David Armstrong"

in init file           name = "David Armstrong" true
                       name = "larry" false
   then have a trigger to larry true ,, for a rename ?!?!?!?
might work
« Last Edit: 06 Nov 2007, 00:36:59 by schuler »
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Offline danturn

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Re: broken arrow mission need help!
« Reply #6 on: 06 Nov 2007, 00:34:12 »
I think i have found away, on looking through comref i found this

http://www.ofpec.com/COMREF/index.php?action=list&game=All&letter=s#setTriggerActivation

however on trying to use it it won't work, any idea how I am supposed to set this out in the .sqs file?

Also i figured i should be able to just place the phrase

Code: [Select]
suicide removeaction ["Deactivate Nukes", "deactivate.sqs"]
into the .sqs to make the addaction dissapear, but it doesn't work, any ideas?

Thanks
« Last Edit: 06 Nov 2007, 00:36:52 by danturn »

Offline schuler

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Re: broken arrow mission need help!
« Reply #7 on: 06 Nov 2007, 00:50:57 »
YOURtrigger setTriggerActivation ["WEST", "PRESENT", true] maybe these a setTriggerInActive or by making it False in the init file
read my edit above too. looks like theres more then one way to do this, but how?  :scratch:  :scratch:
i'll look around more later today
did you get my PM?   cheers schuler

edit
with some help from spooner i put together the jeeps and the addaction dissapearing
so now it will go off if the wrong guys killed or the player gets to close without killing guy2
you can also kill the guy1 that surrenders after the nuke is disarmed
« Last Edit: 08 Nov 2007, 14:16:08 by schuler »
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