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Author Topic: Questions for User Map  (Read 911 times)

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Horizon

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Questions for User Map
« on: 16 Aug 2005, 09:41:38 »
Hi I'm making a Prisoner of war type campaign and I need to know if these things are possible:

1. I need to make the character (maybe RES) to be friends with the Russians but only until you pull out a weapon or walk out of the camp (triggers??).

2. Is there anyway to distract the Russians (allow the player to distract the Russians with something so they look the other way)

3. Set up an alarm system (I know you can do that with triggers) but I want to be able to set on off if u activate something -Switch??-

4. How do you get AI to interact with addon objects (special object options)

5. How do you compile User missions to be a Campaign? (with picture in the little book and all)

6. When in advanced Mission Editor how do you tell to intro (video thing) to end so you can start the mission

Thanks for all the help here at the forums you guys (and girls) have been great.

bored_onion

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Re:Questions for User Map
« Reply #1 on: 16 Aug 2005, 11:21:52 »
1. the command:

Code: [Select]
this setcaptive false/true
will be of use. as for the weapon, try the command:

Code: [Select]
unit hasweapon "weaponname"
which would detect whether the weapon was out but would tell you when he had it. you could also use an "eventhandler" (see editor depot for more details, if you need them) to detect when the player fired if you wanted. you can use a trigger to find out whether hes in the camp.

2. this is a pretty basic solution but you could add the action "Distract" in your menu and could have a script with your player saying: "Hey you dumb Ruskie, look behind you" or something.

3. you could set off an alarm in a similar way by playing an alarm sound once an action in the action menu has been done. (for the above two queries there are also tutorials for the addaction command if you need it).

4. dunno - switchmove/playmove maybe?

5. check charlie howarth's campaign.ext tutorial on this search page (second on list):

for just one mission though, you can just go to save and press "export to single missions" in the drop down menu. you may want an overview.html to make it look good if you don't already have one.

6. same way as a mission. make a trigger that activates when you want the intro to end with type "End 1"

hope it helps


#Link edited to fit on page by macguba[/size]
« Last Edit: 16 Aug 2005, 11:32:22 by macguba »

Horizon

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Re:Questions for User Map
« Reply #2 on: 16 Aug 2005, 12:43:13 »
Thanks so much  :)
but there is a problem when I put the code under a trigger in condition it doesn't work???

I know nothing about scripts.

where does this go

Thanks Again


Offline The-Architect

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Re:Questions for User Map
« Reply #3 on: 16 Aug 2005, 12:46:53 »
It looks like your new to this. Maybe you should try making little missions until you get the hang of editing. You're kind of throwing yourself in at the deep end.

Mind you, if you manage it it'll rock.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Horizon

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Re:Questions for User Map
« Reply #4 on: 16 Aug 2005, 13:03:56 »
Could someone direct me in the direction of a tutorial for scripts?

Offline macguba

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Re:Questions for User Map
« Reply #5 on: 16 Aug 2005, 13:20:08 »
The time honoured way of learning to script is to read snYpir's Friendly Intro to Code Snippets and Johan Gustafsson's Scripting Guide.     My Tutorial mission has a couple of very simple scripts "in the field".

All in the Editors Depot.
Plenty of reviewed ArmA missions for you to play

bored_onion

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Re:Questions for User Map
« Reply #6 on: 16 Aug 2005, 14:23:31 »
ooh macguba made my link work. how do you get a url to link from some text rather than a straight url?

Offline macguba

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Re:Questions for User Map
« Reply #7 on: 16 Aug 2005, 14:28:38 »
[u&rl=http://www.etc]your text here[/url]

Remove the & to make it work.

If you click the quote button (or modify) you can see the code I've used.     We don't normally edit people's posts, but long links go wider than the normal page which make the thread hard to read.
« Last Edit: 16 Aug 2005, 14:31:34 by macguba »
Plenty of reviewed ArmA missions for you to play

bored_onion

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Re:Questions for User Map
« Reply #8 on: 16 Aug 2005, 15:39:53 »
yes i figured it was a special case -> back on topic now...

Horizon

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Re:Questions for User Map
« Reply #9 on: 17 Aug 2005, 04:26:02 »
I have worked out how to set the player as captive as they start using Initialisation but I cant workout how to set it as false i have tried using triggers but I cant work it out :(
Could someone tell me where this code goes (I have read some tutorials but I haven't found out how to do it)
Also what's the script to make your player start off with no gun (have tried no ammo) but I still need them without a gun at all.

There is one problem with setcaptive. If you shoot Russians they don't care :(. Is there a way to make them react when shoot even if the player is a captive?

Thanks so much

Offline macguba

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Re:Questions for User Map
« Reply #10 on: 17 Aug 2005, 09:30:15 »
In init:

removeAllWeapons this


Trigger:

Condition:  (not alive loon1) or (not alive loon2) or (not alive loon2)
On Activation:   prisoner1 setCaptive false

Remember to name the guards loon1 etc and the prisoner prisoner1.  


Plenty of reviewed ArmA missions for you to play