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Offline Tom

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1st time here...1st question
« on: 04 Jul 2006, 18:31:14 »
At long last, this site is now up and running. I never was part of it in the beginning, but as i searched the wb for mission editing tutorials for Flashpoint, everything kept leading me to a site that was under construction. And here it is.
I'm new here and I had no idea where to put that, so onto my question...

I know how make the briefing templates and some scripts and overviews, but one thing about the overview is, how do i put my own pick in there? I tried it once but FP went loony and the cat exploded (lol ok so it didnt)...i suspect that it has something to do with converting to jpgs etc, but im not gonna muck around with it now...its nearly 2 in the morning!!
Thanks in advance  ;D

(Commander) Loony
"In times of war, do not crave honour. Do not pray for order, amity or surrender. Ask only that you outlive the day."

Offline bedges

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Re: 1st time here...1st question
« Reply #1 on: 04 Jul 2006, 18:41:26 »
pictures in the overview - or the briefing for that matter - are the same as in normal HTML webpages.

use the <img> tag. couple of notes here though:

the image file has to be of certain dimensions, power of two, i.e. 2, 4, 8, 16, 32, 64, 128... you get the drift.

the image that appears in the overview or briefing can be any size at all, you just need to add the width="" and height="" attributes in the overview file.

here's an example:

Code: [Select]
<p align="center"><img src="brf_title.jpg" width="200" height="90"></p>
actual image file is 512 x 256.

and welcome to the forum :)

Offline Tom

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Re: 1st time here...1st question
« Reply #2 on: 05 Jul 2006, 13:09:41 »
awesome! Right i should be able to give this a go in a few moments. Thanks mate!

oh and one more question i forget to ask...

I ahd a look around this forum for the answer, and found one where someone was wondering how to destroy a tank, then flee into the forest, but can only win of the tank is destroyed. My question is kinda the same, but im just not sure...

OK, so i made this awesome mission where you are part of a Littlebird squad (using the downloaded addon) that must protect the base you start at by flying out to engage a gargantuan Russian assault force. All goes to plan, the sidechats, the various triggers etc, but once teh convoy is blown up, you must then provide air support for an attack against an enemy held town. At the start, the 2nd objective is supposed to be hidden, but is only hidden when i preview in the editor, but not in single player. And for some reason, "objstatus "fail" doesnt cross the objective out  ??? (ok now there are more questions)... right onto the main Q. In order to win the mission, there should not be any Russians in the trigger area at the town. Next, you must fly back to the base where you started,  land (or just simply enter the small trigger) and then win. All these commands and triggers etc are scrambling my brain!! lol...i was playing around with it before, but it didnt work as much as i thought it would.

thanks in advance again.

Commander (Loony) - thats the right way around ... ;)
« Last Edit: 05 Jul 2006, 13:29:08 by Tom »
"In times of war, do not crave honour. Do not pray for order, amity or surrender. Ask only that you outlive the day."

Offline bedges

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Re: triggers and objectives
« Reply #3 on: 05 Jul 2006, 13:47:49 »
okay. to begin with try to structure your posts a wee bit better and with less 'personality' - makes it easier to find the question.

to have an objective hidden from the beginning of a mission, in the init.sqs file put

Code: [Select]
"n" objstatus "hidden"
where n is the number of the objective. i've never seen any difference between objective behaviour in the editor and single mission modes. remember the quotes around the number.

to activate a trigger when there are no units of a certain side in it, set the activation to side "not present". in the 'on activation' box put

Code: [Select]
enemy_gone = true
and finally, in the winning trigger, the condition box should read

Code: [Select]
this and enemy_gone
group the trigger to the player (select 'groups' and draw a line from the trigger to the player). the winning trigger will only activate when the player is present and the previous trigger is empty. you should also declare the variable enemy_gone as false in the init.sqs file.

Offline Tom

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Re: 1st time here...1st question
« Reply #4 on: 05 Jul 2006, 16:23:02 »
thanks again mate. I put the overview pic to the test, and it worked which im grateful for. And these triggers will most definitely help in my missions. I really appreciate it mate :)

Commander (Loony)
"In times of war, do not crave honour. Do not pray for order, amity or surrender. Ask only that you outlive the day."