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Author Topic: ending mission  (Read 585 times)

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SnakeFart

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ending mission
« on: 10 Apr 2003, 02:00:10 »
ok i want to end the mission when everyone is dead how?...i dont understand all that _x blah blah blah stuff is there a way i can put something in the init field witha trigger or something or do i have to bust a few blood vessels in my neck to learn scripting?

_hammy_

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Re:ending mission
« Reply #1 on: 10 Apr 2003, 02:11:26 »
k, create a trigger any size, and select:

activation: East
not present
Type: End #1

SnakeFart

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Re:ending mission
« Reply #2 on: 10 Apr 2003, 07:49:10 »
sweet..thx alot....dont want to start a new thread but do you know if there is an init for respawn? (not the script thingy but something i can put in the init field)

Offline macguba

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Re:ending mission
« Reply #3 on: 10 Apr 2003, 09:17:27 »
What Hammy meant to say was that the trigger should cover the whole map.

I don't know much about respawning in MP missions (you can't do it in SP) except that it is controlled by the description.ext file.    There are several tutes in the Ed Depot.

To make a decent mission you will have to learn a few lines of scripting.   You certainly don't need to be a guru.    

Here's an simple example of the _x thingy to show how easy it is really.

"_x allowFleeing 0" forEach units grp1
Plenty of reviewed ArmA missions for you to play

SnakeFart

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Re:ending mission
« Reply #4 on: 10 Apr 2003, 09:40:01 »
ya see you could have written that in japanese and i still wouldnt understand it (and i dont even know japanese.. is there a tute that a five yr old could read and understand it?

Offline macguba

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Re:ending mission
« Reply #5 on: 10 Apr 2003, 09:48:35 »
lol ok .... which bit is no good?

Mission ending thing - ok?

respawn thing - If you're never heard of description.ext read macguba's guide to mission editing for beginners.   There is an example of a simple description.ext in the Tutorial Mission.    You can copy and paste into your own mission.   There are tutorials on this wonderful little file in File formats.

Scripting thing - if you have ever written this inflame true in the init field of a fire, then you have used scripting.    The hard bit is therefore over, and all that remains is to figure out how to use as many of the various commands as you find useful.    If you haven't already, read snYpir's Friendly Introduction to Code Snippets.

foreach thing - if you don't understand a command, always check both the Official and Unofficial command references in the Ed Depot before you go any further.
« Last Edit: 10 Apr 2003, 09:50:59 by macguba »
Plenty of reviewed ArmA missions for you to play

_hammy_

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Re:ending mission
« Reply #6 on: 11 Apr 2003, 03:36:50 »
macguba, i did not say to have the trigger cover the whole island, in most cases, you want the trigger where the battlefield is going to be.  I have played many missions where they didn't set allowfleeing to 0 and the end tirgger covering the whole island, so the enemy would run soon after the battle started and i could never finish the mission because they ran off somewhere, so I always eather put the trigger on the battlefield or covering the whole island with everyone set at allowfleeing 0. :)

Offline macguba

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Re:ending mission
« Reply #7 on: 11 Apr 2003, 08:58:19 »
You're right of course HAMMY.     I was just trying to clarify the "any size" bit in case he thought that the size didn't matter.   As you say it is vital to get the correct size for the battle in question.
Plenty of reviewed ArmA missions for you to play