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KDiggity8

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New guy here
« on: 23 Dec 2002, 21:05:57 »
Hey guys, please forgive the question, but I'm having trouble here  :).

I've gone through Johan's tutorial, and can't even get the mission to work.

My question is this: I want to make a mission where you're a resistance RPG soldier hiding in a forest near a heavily travelled road. When you shoot a BMP that comes by, I want that to activate troops and vehicles from two nearby towns to start scouring the forest and the territory around it, but I'm stumped.

Sorry for the stupid question, but I gotta start somewhere! :)

Thanks for any help/advice you can give me

Kieran

mpbm

  • Guest
Re:New guy here
« Reply #1 on: 23 Dec 2002, 21:37:32 »
Hi, iÂ'm a new guy too but iÂ'll try to help.

First u have to put a trigger to verify the situation u want (like if the BMP is destroyed). On itÂ's activation write something like: trig1=true .

Now make a Waypoint for the troops (like Seek and Destroy) and put trig1 on the condition field.

I think itÂ's something like this. Hope it helps.

KDiggity8

  • Guest
Re:New guy here
« Reply #2 on: 23 Dec 2002, 21:41:35 »
Cool, thanks!

I'll try that out.. I wish I could get Johan's tutorial to work.. It seems like a lot of help, but I can't get it to go :(

KDiggity8

  • Guest
Re:New guy here
« Reply #3 on: 25 Dec 2002, 07:12:18 »
Sorry to trouble again, but I'm having problems..

How would I go about writing a script that would verify if the BMP is destroyed/damaged? Would that be an internal or external script/trigger?

Sorry for my ignorance, but hopefully soon I'll be on the mission-making bandwagon ;)

Offline Allie

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  • I'm a llama!
Re:New guy here
« Reply #4 on: 25 Dec 2002, 15:13:05 »
hi ok i'm some kind a newbe too but i'm going to explain to you :)

U have to make trigger wich detect u destroyed the BMP:
Activated"NONE"
type"NONE"
condition"getdammage bmp>=1
onactivation""1"objstatus"DONE";obj1c=1

ok now the enemy reenforcements:
just place them somewhere you want to let them come from,give them a move waypoint at the base where they are now,next give them waypoint SEEK and DESTROY at the place where u want them to look after u destroyed bmp

In the condition field of the waypoint MOVE in the base,you write"obj1c==1"

if all good if u destroy the bmp the reenforcements will come to the location of the seek and destroy waypoint and they start seeking to destroy :)

hope u can do something with it
« Last Edit: 25 Dec 2002, 18:25:41 by Allie »

Offline Allie

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Re:New guy here
« Reply #5 on: 25 Dec 2002, 18:27:44 »
i modifided last text this will work better !!!!

KDiggity8

  • Guest
Re:New guy here
« Reply #6 on: 25 Dec 2002, 18:51:28 »
Thank you very much for the reply! I'll try that out later today :)

Blitzer

  • Guest
Re:New guy here
« Reply #7 on: 06 Feb 2003, 11:32:51 »
Hey all,
            Just in case. What about the synch(F5) button in the editor. Create a trigger around the BMP or where it is destroyed.
Activation- East
               - Not Present
Type- End#1
Text- East Not Present End
On Activation- Force End (might need)
Put out all your east soldiers where you want them to go with waypoints. Then with the F(5) Synchronization button held down, drag a line (left mouse button held at same time as F(5) ) to the first waypoint of the east groups you want to react when the BMP is destroyed.
I hope this can help. I've got problems at sound, cutscenes and also at Advanced if you got the time. I hope no one minds me putting that in.
I'm very green at this stuff.
Sorry, this hasn't got anything to to with scripting.



« Last Edit: 06 Feb 2003, 14:27:28 by Blitzer »

Knut Erik

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Re:New guy here
« Reply #8 on: 06 Feb 2003, 12:56:56 »
To indicate that the BMP is destroyed, there is an easy script.
In the trigger condision field put this.

not (alive bmpname)
Not alive means that the BMP is destroyed.
Bmpname is the name of the BMP that you destroyes.

 8)Hope this will help! 8)