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Author Topic: Objective Complete w/structures  (Read 1023 times)

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Hunted

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Objective Complete w/structures
« on: 26 Sep 2002, 03:24:54 »
Hello all,

I have made a mission which requires a certain structure to be blown for an objective.

Problem:
The structures are not read in OFP engine as units. (???)
So How can I have an objective status complete once the structure is destroyed?

Note*
West,East,Anyone,Resistance,Civillian,Gamelogic,None
Are the only ones that come up under the 'Trigger'

Solution?
I do believe that I can name the structure and somehow have a Trigger do a setDammage check in order to complete it.  BUT I lack the 'know-how' :(

Please help.

Thank you.

Hunted

Offline Sui

  • Former Staff
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    • OFPEC
Re:Objective Complete w/structures
« Reply #1 on: 26 Sep 2002, 03:33:59 »
The syntax:

not (alive blah)

will work with structures as well as units. If you have resistance, all you need is the building's object ID... eg:

not (alive object 12244)

If you don't have resistance, you can use the nearestbuilding command, or the nearestobject command if you know the editing name for the building ;)

Hunted

  • Guest
Re:Objective Complete w/structures
« Reply #2 on: 26 Sep 2002, 05:42:51 »
Thanks Sui,

Tried it and worked like a charm (had to use a bush instead of the structure since it didn't have a number to it). But it worked nevertheless :)

Thanks again,

Hunted
« Last Edit: 26 Sep 2002, 06:19:35 by Hunted »

Offline icarus_uk

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Re:Objective Complete w/structures
« Reply #3 on: 26 Sep 2002, 14:41:52 »
Alternatively you do it the sneaky way and put a barrel or some other object next to your building, and use the objects destruction as your condition.  My prefered method is to put a telephone inside the buildings and use that... works like a charm for the original game.

Offline Chris Death

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    • OFPEC
Re:Objective Complete w/structures
« Reply #4 on: 27 Sep 2002, 16:13:26 »
There's one more way;

create a trigger, covering the object.
Group the object (F2 and drag a line from object to trigger)
with the trigger.
Select the trigger again and you will see, that it's activation
box changed to "Static Object".
Now select "not present" as activation and the trigger will
become active, once that object has been destroyed.

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

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