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Author Topic: Fugitives Mission  (Read 2029 times)

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Tokra

  • Guest
Fugitives Mission
« on: 21 Feb 2003, 20:21:35 »
I have tried a lot of things but i can't seem to do it.

i have a soviet base hunting down 2 Fugitives (resistance) eveverything else in the mission works except the fact i just want the east to respawn only! As i said i tried a lot of stuff and nothing worked so anyone got any bright ideas would be really helpful.

Btw thi mission is a for a LAN

Iron cross

  • Guest
Re:Fugitives Mission
« Reply #1 on: 22 Feb 2003, 13:11:19 »
Hey i have same prob i have 3 sides east  gang 1. resistance gang 2. & west Police & FBI units, & i want a killer on Civilian side but he wont  Just bloody die even without a spawn he spawns in east or west  spawn area so i have same prob there must be a script that will make him spawn in bird insted of other player zones

Some 1 help! us!! PLEEEEAAASS

Iron cross

  • Guest
Re:Fugitives Mission
« Reply #2 on: 23 Feb 2003, 15:52:03 »
hey  well i asked on a few other forums & looks like its a bug
or flaw that cant be easily fixed without a script that aparently no 1 wishes to suply

spec op 9 on another forum suggested
making a prison camp to nhold player till game over ,
& 1 of the admins here gave me a respawn delay script that dosent work  well for me eney way i gues they have tried all we need now is that script bye.

Tokra

  • Guest
Re:Fugitives Mission
« Reply #3 on: 25 Feb 2003, 14:49:52 »
My Main prob is i don't want resistance to repawn but i want east to respawn. Atm i have the respawn for resistance stuck on a island outside the trigger which checks to see if the resistance are alive but another problem i have encountered is that when the resistance get into a vehicle the game ends and i think the trigger is causing this but not sure why it would end the game when a resistance is getting into a vehicle.

Also I would to know how to exec a trigger once another trigger has being activated.

Tokra

  • Guest
Re:Fugitives Mission
« Reply #4 on: 25 Feb 2003, 15:42:23 »
It would also help if you could give me a an example of how to create a camera scene when the last resistance guy is killed the camera will go to his body.

Pope_Zog

  • Guest
Re:Fugitives Mission
« Reply #5 on: 26 Feb 2003, 12:27:49 »
The game is designed so that playable units on all teams must respawn in the same way. There's no getting around this.

The game is also designed so that either all playable units respawn, or no playable unit respawns. There's (unfortunately) nothing in between.

You can (as suggested) create POW camps for players that shouldn't respawn, or move the players who shouldn't respawn to a location outside the playing area and leave them with a black screen saying "You are dead." (as an example).

In your case with the two resistance guys (Tokra), the last example would probably be the easiest.

Assuming your two resistance refugees are called ResGuy1 and ResGuy2, declare two variables in your init.sqs script as ResGuy1Dead = false and ResGuy2Dead = false. Create two triggers (size 0 by 0, activated by none, repeat) with conditions alive ResGuy1 and alive ResGuy2, on activation put ResGuy1Dead = true; ResGuy1 exec "res_guy_dead.sqs" and ResGuy2Dead = true; ResGuy2 exec "res_guy_dead.sqs". Here's the script res_guy_dead.sqs:

Code: [Select]
; Make sure this is only displayed to the player who is respawning
; *and* only if at least 5 seconds have passed - otherwise this script
; will run when the game starts (assuming the player isn't killed after
; only 5 seconds ;)
? not local _this or time < 5 : exit

; Fade to black.
cutText ["You are dead!","BLACK OUT", 1]

; Move the player out of the playing area - so he's not killed while waiting
; to respawn. This is on a small island off Malden. Work out your own on the other islands.
_this setPos [9875, 2265, 13]

; This should force the unit to stop.
disableUserInput true

; Keep looping until they're both dead.
#loop
~1

; When both guys are dead, the game can end.
? ResGuy1Dead and ResGuy2Dead : goto "game_over"
goto "loop"

#game_over
; Fade back in.
cutText ["","BLACK IN"]

; And finally give control back to the player.
disableUserInput false

> Also I would to know how to exec a trigger once another trigger has being activated.
Give the first trigger a name and then you can check in the second trigger if it's true. E.g. if the name is set to BobInBase and it's activated then BobInBase is true.

> It would also help if you could give me a an example of how to create a camera scene when the last resistance guy is killed the camera will go to his body.
You should ask this in the Editing/Scripting: Sound & Cutscenes forum. You're sure to get a fast response there.

Pope Zog

Tokra

  • Guest
Re:Fugitives Mission
« Reply #6 on: 26 Feb 2003, 17:43:49 »
thx m8
 

I have it working
Really appreciated ;)

Tokra

  • Guest
Re:Fugitives Mission
« Reply #7 on: 26 Feb 2003, 18:19:42 »
bleh!

Doesn't work at all :(
with the 2 reistance guys if i start off as one and kill the other it displays that i am dead also and the game doesn't end when both have died.....


would the problem be here?:
Code: [Select]
; When both guys are dead, the game can end.
? ResGuy1Dead and ResGuy2Dead : goto "game_over"
goto "loop"
also i would like to know if i want more resistance in the mision how to get them workin as well....

also when all are dead i want the a .sqs file to run as the ending if at all posible.

Pope_Zog

  • Guest
Re:Fugitives Mission
« Reply #8 on: 27 Feb 2003, 13:55:32 »
> if i start off as one and kill the other it displays that i am dead also
Mea culpa. You'll need to add a line after the statement ? not local _this or time < 5 : exit:

Code: [Select]
? _this != player : exit
> and the game doesn't end when both have died
Well, I never said it would... You'll have to create a trigger of type End with condition ResGuy1Dead and ResGuy2Dead and execute your script in the On Activation field.

> if i want more resistance in the mision how to get them workin as well
You'll need to:
1. Add a variable to the "init.sqs" that keeps track of if the unit is dead - such as ResGuy3Dead = false.
2. Create a trigger that detects when the unit respawns - the trigger with condition alive ResGuy3, and set the variable in (1) to true, followed by executing the respawn-blocking script.
3. Update the condition field the respawn-blocking script that waits for game over - the ? ResGuy1Dead and ResGuy2Dead : goto "game_over" would become, for example:

Code: [Select]
? ResGuy1Dead and ResGuy2Dead and ResGuy3Dead : goto "game_over"
If that sounds like a lot of work then you can add a variable to the "init.sqs" that keeps track of when all resistance guys are dead, e.g. AllResGuysDead = false. Then create a trigger that has as condition ResGuy1Dead and ResGuy2Dead and ResGuy3Dead (etc.), and on activation AllResGuysDead = true. Then the condition the respawn-blocking script could be:

Code: [Select]
? AllResGuysDead : goto "game_over"
Pope Zog

Tokra

  • Guest
Re:Fugitives Mission
« Reply #9 on: 27 Feb 2003, 16:49:00 »
Pope Zog, much thanks and kudos for your help, its works perfectly!!

thank you thank you /bow