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Author Topic: Forgive me, im new to this.  (Read 647 times)

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BrAinOfJ

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Forgive me, im new to this.
« on: 28 Apr 2003, 15:26:21 »
Very new infact, but from what i can tell, the editor is very powerful if used correctly, and the editors centre a very powerful tool, if only you can locate what your looking for...
If there is an advanced waypointing and trigger tutorial in the editors depot, can someone please link them in a reply.

My question is, ive managed to make a mission end when a side is eliminated from an area, but now i want to make the mission end at the final waypoint. (Background: The mission is part of a campaign im making, the second mission sees the play assume the role of a pilot that must collect groups of soldiers and drop them at a hot spot, he then moves back to base to land, and finish the mission)

Iwesshome

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Re:Forgive me, im new to this.
« Reply #1 on: 28 Apr 2003, 15:31:52 »
One way...

Ativation: West
Once
Present
Type: End#1

Place the trigger over your final waypoint and your player will run to the trigger and activate it when it reaches its destination.... There are tons of other ways to end your mission that I am sure people will help fill this topic in.

Keep in mind these facts (I get reminded every day)

1. The Editor Depot is your friend
2. The search button on the forums is really your friend
3. Ask your question if you need help but remeber your friends  ;D
4. Don't listen to me... I always forget to ask my friends and post anyway  8)

5. I feel Macguba is going to smack me upside the head when he reads #4

Editor Depot

http://www.ofpec.com/editors/browse.php?browsewhat=1

- Basic Trigger Tutorial by Jmaster33
- Macguba's Guide to Mission Editing for Beginners
- Johan Gustafsson's Editing Tutorial

I am sure there are many more... search the editor deport and read the many thousands of post out there. And I almost forgot that this board has a FAQ, which is a composite of Q&A from people like you and me placed in one area for easy reference.

Welcome to the Forums

IW
« Last Edit: 28 Apr 2003, 17:34:08 by IW »

Offline macguba

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Re:Forgive me, im new to this.
« Reply #2 on: 28 Apr 2003, 18:36:00 »
*smack*



Actually that's all very good advice (apart from 4. obviously  ;D )

Ending the mission on a waypoint .... if you mean an AI unit, then IW's solution is fine.   Remember to make sure that the mission will still end even if all the relevant AI units are killed or wounded, or their vehicle disabled.

If you're talking about a human unit reaching a waypoint be very careful...   never use player waypoints to make things happen.    This is because players using Veteran mode don't even know that the waypoint exists.   Always use a trigger method. ;)
« Last Edit: 28 Apr 2003, 18:41:17 by macguba »
Plenty of reviewed ArmA missions for you to play

Iwesshome

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Re:Forgive me, im new to this.
« Reply #3 on: 28 Apr 2003, 19:06:56 »
Macguba,

*rubbing me head :beat:*

Couldn't he have used my method also for player controled characters.... keeping in mind that he made his trigger large enough to be triggered by the player.

Example:

You know that to win the mission you have to take a town... after that is done you get orders to head for a second town and bing you activate trigger and mission ends?

Could that work also... only way for me to learn (well besides actually trying it)?

« Last Edit: 28 Apr 2003, 19:11:10 by IW »

Offline macguba

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Re:Forgive me, im new to this.
« Reply #4 on: 28 Apr 2003, 19:17:23 »
 ;D ;D ;D

Oh, yes, it will work, working is not the issue.  And there's nothing wrong with using a player present trigger to end the mission.

(One thing we haven't mentioned in this thread, to make the trigger activated by a particular unit or group, group the trigger (F2 then drag and drop) to the unit.   You then get new options in the on activation box.)

My point is simply that you must not use waypoints in order to get the player to the relevant area.    Veteran mode players don't see waypoints, so they may miss one, or then in the wrong order, whatever.      Waypoints are just an additional set of tips for Cadet mode players - you should be able to delete them without it having any effect on the mission.

Perhaps a more helpful example is Join waypoints.   Never give one to a player unit.    AI units, fine.   But if you want a player to join another group, or have other loons join him, use the command join instead of a waypoint.   That way the mission won't get screwed up if the player doesn't find the waypoint.
Plenty of reviewed ArmA missions for you to play

Iwesshome

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Re:Forgive me, im new to this.
« Reply #5 on: 28 Apr 2003, 19:27:37 »
Agreed  :toocool:

BrAinOfJ

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Re:Forgive me, im new to this.
« Reply #6 on: 29 Apr 2003, 08:52:54 »
k, i know its bad to use waypoints to control a players movements. But i really dont know another way, yet, im sure the answer is staring me straight in the face.
My problem still exists, the player lands and must get out of the helicopter, then the player has to move only 3 or 4 metres from the craft where i have a final waypoint, and a trigger grouped to it (activation=west, present, end#1) i have made the trigger quiet small, but its still at least 5 metres accross...
In the mission, the waypoint is onscreen saying "wait for others". My thinking is perhaps because the player unit is part of a group (player is pilot, with an ai gunner) maybe the whole group has to be in the triggers reach.

Im sorry to hassle, and believe me, i spend about 2 hours a night looking through what i can in the depot, and im learning alot, its just finding the right info, but thats the same all over the net  :-\

Thanks guys  ;D

B-2-0

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Re:Forgive me, im new to this.
« Reply #7 on: 29 Apr 2003, 09:27:38 »
Well, i, like u have only just caught the editing bug too so i aint no expert but....

What the guys were saying (i think) is, in cadet mode the player will be able to see that 'wait for others' waypoint but in vet mode they won't!  So, to make sure the player goes to your trigger to end the mission u have to give them an incentive....

.....maybe place a commander at the base/airfield and tell the player he/she must land and report back to him ;).  They will land, get out and run to the commander where u will have strategically placed your trigger, et voila....mission complete ;D

Use your imagination :), little touches can make all the difference ;)

BUT.... it is worth remembering that if your player happens to fly over the trigger as he comes into land, the trigger will activate therefore ending the mission in an untidy fashion!  There is a way to designate triggers to land based units only but i am not sure how to do it....i'll have a look for u tho ;)

Happy editing ;D
« Last Edit: 29 Apr 2003, 09:29:15 by B-2-0 »

Offline macguba

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Re:Forgive me, im new to this.
« Reply #8 on: 29 Apr 2003, 10:39:45 »
B-2-0 is right.   As it stands the ending makes no sense.   There must be a reason for the player to get out of the chopper.     Having a senior officer with a tent and a table that he has to report to makes more sense ... you can insert a little cutscene saying well done.

"Wait for others" appears when a waypoint is not complete.   There are lots of reasons why it might say, this, it does not literally mean wait for some other loons to turn up.

Ungroup your trigger from the waypoint.     Create a tight trigger around the colonel, activation player present.

Type:  End#1
Activation:   this and done1 and (not (loon1 in chopper1))

where done1 is the variable that is set to true when you complete the objective and loon1 is the player and chopper1 is  the chopper.   The trigger will only fire when the player has completed the objective, got out of the chopper and moved into the trigger area.

Syntax not guaranteed.

It's not particularly related to this question, but you might find this tutorial helpful.


Edit:  by the way BrAinOfJ, you're not being a hassle.  :)    At least you try and find the answer, which is more than some people do.     As long as you have looked first, you are always welcome to post a question.
« Last Edit: 29 Apr 2003, 10:42:39 by macguba »
Plenty of reviewed ArmA missions for you to play

BrAinOfJ

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Re:Forgive me, im new to this.
« Reply #9 on: 30 Apr 2003, 15:30:10 »
Type:  End#1
Activation:   this and done1 and (not (loon1 in chopper1))

I understand all cept this, i get the concept of the "this", "and" but done1, is that a name u just made up, or is that a command ? Ive downloaded the command reference, but honestly havent checked it in relation to this. the "(not(i take it this bit is again a name of a group/unit))" i dont understand, but guess i would if the "loon1" and "chopper1" are unit names


Offline macguba

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Re:Forgive me, im new to this.
« Reply #10 on: 30 Apr 2003, 17:40:08 »
loon1 is a made up name that you give the player.    Obviously you can choose any name that you like.   Chopper1 is the name I made up for the chopper.   in is a command which you should look up in the command reference.    Also and and not.

done1 I also made up.   It is a variable.    The way it works in this case is like this.

When the first objective is completed, you have a trigger that says something like this

On Activation:   "1" ObjStatus true; done1=true

So when the objective is complete it gets a nice green tick in the Briefing.  The variable is also set to true.    Because it is one of the conditions in the other trigger, that trigger won't fire unless the variable is true i.e. the first objective has been completed.   This prevents the trigger being fired too early.    Without it, it is possible that the player could go to the colonel and fire the trigger before he had completed the objective, which would screw up the mission.

Overall, the line means

Fire the trigger when the conditions in the Activation Box are met (i.e. the player is in the trigger area) AND the first objective has been done AND the player is not in the helicopter.

Does that make sense?   Sorry for not being clearer in the previous post.

« Last Edit: 30 Apr 2003, 17:41:30 by macguba »
Plenty of reviewed ArmA missions for you to play