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Offline Pr0ph3t

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Camp fire question
« on: 23 Mar 2005, 21:47:13 »
Okay this is driving me nuts.

I need to check if a campfire has been put out before a unit executes a trigger. If the campfire is lit at that point the mission is over.

Inflammed isn't an availiable command (I'm using 1.0) also, I have tried putting a trigger with the condition campfire inflame true/false

nothing works. Is there any way or loophole I can use here?  :-\

Offline Woodpeckersam

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Re:Camp fire question
« Reply #1 on: 23 Mar 2005, 22:12:44 »
what versio u got... did u say 1.0?? Upgrade yer game if..

to use u type

this inflammed true

this is the name of the camp fire

Offline Roni

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Re:Camp fire question
« Reply #2 on: 23 Mar 2005, 23:48:16 »
Hi prophet

How is the fire being put out ?

If it's via a script then you could simply set some sort of publicVariable at the same time, eg "campFireLit = 0" then have a trigger or another script check for that variable until that happened.

OTOH, if you're having the player douse the fire then you could put a script on the campfire that keeps the fire always lit eg -

#fireLoop
campFire inflame true
~1
? fireDoused = 0 : goto "fireLoop"


You then put an addaction on the fire as well as follows -

this addaction ["Douse fire", "dousefire.sqs"]

The script would simply do this -

campFire inflame false
fireDoused = 1



The effect of these two scripts would be that if the player tried to put the fire out using the usual action then it would simply relight itself.  But if he used the addaction then he would put out the the fire AND set the variable to put own the auto relight script.

Two notes -

1) There is no need to set the variable fireDoused at the outset as it defaults to 0 at the outset.
2) Don't forget to name your campfire "campFire" !

Hope that that helps !



roni

PS - Artillery barrage script almost finished - its awesome !


Offline nominesine

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Re:Camp fire question
« Reply #3 on: 23 Mar 2005, 23:51:44 »
This command will light up a campfire named fire1: fire1 inflame true

This condition will check if a fireplace is lit or not (returns true if it is, false if it isn't): inflame fire1

If inflamed don't work in OFP 1.0 there's nothing you can do about it. Upgrade. But I have one idea...

I suppose you want to check if a fire was put out by the player or not, right? Then place a small trigger around the fire. Activate it if the player is present. In the On activation field you put: fire1 inflame false; fireOut=true

This will put out the fire automatically if the player comes to close to it. Also it will change the variable fireOut from false to true and this can be used as a condition in another trigger.

EDIT: 3 minutes late... I'm getting old and slow
« Last Edit: 23 Mar 2005, 23:53:15 by nominesine »
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Offline Planck

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Re:Camp fire question
« Reply #4 on: 23 Mar 2005, 23:53:51 »
Hmmmmm.......Unfortunately addAction is not available in version 1.0 either.   ::)  ::)


Planck
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Offline Roni

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Re:Camp fire question
« Reply #5 on: 24 Mar 2005, 00:03:59 »
Hmmmmm.......Unfortunately addAction is not available in version 1.0 either.

Eeek !  He's bloomin right you know !  >:(

Maybe you should go with ns's idea.

BTW - I applaud the challenge of scripting using just v1.0 commands but I'm so VERY grateful that I use all the patches.  The beauty of this game is that there are workarounds for 90% of everything, unfortunately that last 10% may in fact be fatal sometimes (no addAction ?  eek !   :o    :'(  )



roni

Offline Pr0ph3t

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Re:Camp fire question
« Reply #6 on: 24 Mar 2005, 01:06:35 »
First of all, thank you all for always answering my posts,
Second (Roni): Really? It does that blast in the center and then circular pattern blasts? and it works with 1.0? you're a genius

Third: I think my best  chance is going with ns's idea.. As soon as I get to test I'll let you guys know.

Fourth: yeah no addaction. But bleh you don't need it in my campaign. I really hope it meets everyone's standards around here. You guys are all pros.

Offline Roni

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Re:Camp fire question
« Reply #7 on: 24 Mar 2005, 01:38:06 »
Hi pr

Check your email for that script !    8)



Roni

Offline Pr0ph3t

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Re:Camp fire question
« Reply #8 on: 27 Mar 2005, 21:12:30 »
Still can't detect the unlit campfire...

And the putting campfire inflame false in the condition field doesn't work either.. I really don't know what to do

Offline dmakatra

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Re:Camp fire question
« Reply #9 on: 28 Mar 2005, 00:36:12 »
Upgrade? At least to 1.46... Doesn't exactly cost anything. :-*

:beat: *Gets Shot* :beat:

Offline Roni

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Re:Camp fire question
« Reply #10 on: 28 Mar 2005, 06:46:36 »
Well, I've wracked my brains and without addAction as as minimum (v.104) I reckon that you're stuffed.

I reckon the best you could do would be a combination of the abovementioned "always alight" script and a very small (<3m) trigger linked to a douse and set publicVariable script.   :-\

Make it tough on yourself and the results are bound to be less than satisfactory . . .   :P



roni

Offline Pr0ph3t

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Re:Camp fire question
« Reply #11 on: 28 Mar 2005, 14:53:19 »
hrmm.. Sounds like the best option but inflamme false doesn't work... I'll think of something

Offline Roni

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Re:Camp fire question
« Reply #12 on: 28 Mar 2005, 16:05:21 »
Yes it does !

inflame is v1.0 compatible, inflamed is not (v1.04 required).

The above script does note depend upon checking the fires inflamed status, all it does is keep the fire continuously lit.  Combine that with the trigger to check player distance to fire so as to permanently extinguish it and bob's yer uncle.

Give me 24 hours and I'll send you the script . . .

cheers



roni

Offline Flauta

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Re:Camp fire question
« Reply #13 on: 29 Mar 2005, 03:32:45 »
or make this: when you put inflae true, also activate a variable like ison = true, then, when u need to chek if it is inflamed, chek if ison = true,(aslo deactivateit fi it is ifnalme false)

andd if inflame false dsont work.. tri deletinng the veihcle, and making a new one in the same po0s..

if you got a cracked vercion.. find the cracker for the upgrade, it exist :p
« Last Edit: 29 Mar 2005, 03:34:57 by Flauta »