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Author Topic: Objective NOT based upon destroying something  (Read 1187 times)

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JoyMonkey

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Objective NOT based upon destroying something
« on: 03 Sep 2002, 00:49:39 »
Hi,
I'm new to editing but I think I'm getting the hang of it...
Anyway, I understand that an objective is completed using the following code:

Condition: not (alive enemy1)
On Activation:  "1" objStatus "Done"

And I get a nice little "ding" and the objective is complete because I just blew the **** out of enemy 1.
BUT...
How about this:
I want an objective to be that the player has to find a car stashed in the woods, and of course when he does, we get a "ding", Objective completed.  How can I do this?
Thanks so much!
JM

Offline icarus_uk

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Re:Objective NOT based upon destroying something
« Reply #1 on: 03 Sep 2002, 00:53:03 »
Well you can do this a number of ways.  Either having the player move up to the car, placing a trigger around the car and when the player is in the area it activates and you get the ding, or you can activate the trigger when the player Knowsabout the car, but that could happen a long distance away from the car.  I would suggest using the first suggestion, this ensures the player is in a close proximity to the car.
« Last Edit: 03 Sep 2002, 00:54:02 by [icarus_uk] »

Demoniac

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Re:Objective NOT based upon destroying something
« Reply #2 on: 03 Sep 2002, 22:10:57 »
There are (at least) 3 possibilities:
Condition: Player Distance MyCar < 5 Triggers when Player is closer than 5 meters from MyCar
Condition: Player In MyCar Triggers when Player has entered MyCar
Condition: Player KnowsAbout MyCar >= 3 Triggers when Player's knowledge about MyCar equal or larger than 3
I don't exactly know what the KnowsAbout levels are exactly, but I think at 3 the unit will know it is a car and also what side it's on.

Offline Chris Death

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Re:Objective NOT based upon destroying something
« Reply #3 on: 03 Sep 2002, 22:52:26 »
Then there are:

- mycar has been brought to another location

trigger: size: let's say: 20/20 (x/y)
activation: anybody
condition: this AND mycar in thislist

- mycar has been given to another person

trigger: size: let's say: 20/20 (x/y)
activation: anybody
condition: this AND mycar in thislist AND !player in mycar

then sync this trigger to a wayoint of another unit, and
let him move to somewhere, where you can use another
trigger, similar to the first trigger i showed ya above

And there are a lot of more situations, just let your brain
work.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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Offline Ottie

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Re:Objective NOT based upon destroying something
« Reply #4 on: 04 Sep 2002, 10:44:41 »
Why not create a trigger with is linked to the car and as type has "detected by west/east/resistance"

Then when the unit sees the car the objective is completed
If you can't beat them, buy them