Home   Help Search Login Register  

Author Topic: Keeping Casualties, init and exit scripts  (Read 2336 times)

0 Members and 1 Guest are viewing this topic.

hydro

  • Guest
Keeping Casualties, init and exit scripts
« on: 30 Aug 2002, 08:38:05 »
I have 5 troops on mission1 of a campaign and i want them to stay dead if they get killed for mission 2 and so on.

If i give them all names and put 5map sized triggers down to detect when they are killed and write it to the script how do i set up the spawn in mission 2 to read from the init script that they are dead and set thier prob of presence to 0 ??

will this mean that they wont appear in the group section of the brief ?

how was it done in res ??

any help would be most appreciated.

hydro

  • Guest
Re:Keeping Casualties, init and exit scripts
« Reply #1 on: 30 Aug 2002, 08:48:38 »
#2     Any ideas where i can find the dePbo tool so i can tackle it myself ??  :joystick:

Offline Black_Feather

  • Former Staff
  • ****
  • I'll never forget you Daisey.
Re:Keeping Casualties, init and exit scripts
« Reply #2 on: 30 Aug 2002, 09:04:57 »
name  them all and check if they are dead like you said, when they die make a variable true like this

man1dead = true

then in your exit.sqs save the variable

savevar "man1dead"

in the next mission place all the units as normal but in their condition of presence put man1dead

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:Keeping Casualties, init and exit scripts
« Reply #3 on: 30 Aug 2002, 09:05:57 »
just use da savevar in da exit.sqs script like dat

4 da example im namin a soldier bob  ;D

make trig

trig
condition field : ! alive bob
on activision : alivebob = false

put in da init.sqs file of da mision (da same 1)

alivebob = true

put in da exit.sqs

savevar "alivebob"

nd in da next mision

put in his condition of presence

alivebob

LCD OUT

« Last Edit: 30 Aug 2002, 09:07:29 by LCD »
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:Keeping Casualties, init and exit scripts
« Reply #4 on: 30 Aug 2002, 09:09:13 »
name  them all and check if they are dead like you said, when they die make a variable true like this

man1dead = true

then in your exit.sqs save the variable

savevar "man1dead"

in the next mission place all the units as normal but in their condition of presence put man1dead

dis is wrong way in dis case dey wil appear only if dey died in da last mision  ::)

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Offline Black_Feather

  • Former Staff
  • ****
  • I'll never forget you Daisey.
Re:Keeping Casualties, init and exit scripts
« Reply #5 on: 30 Aug 2002, 09:11:45 »
 :-[ lol I got it the wrong way round

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:Keeping Casualties, init and exit scripts
« Reply #6 on: 30 Aug 2002, 09:18:12 »
LOL ;D :D

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

hydro

  • Guest
Re:Keeping Casualties, init and exit scripts
« Reply #7 on: 30 Aug 2002, 11:54:34 »
almost there,
the guys aren't appearing in preview or campaign mode, the init.sqs has:
man2lives = true
man3lives = true
etc etc

and condition of presence:
man2lives
man3lives
etc etc

but i cant seem to get em to spawn, does the init.sqs need to be triggered from some place ?? or is it syntax, am i missing a bunch of ;'s or ""'s ? do i have to have any other text in my init.sqs?

however the triggers do notice the ppl getting killed, thx for that.

one more thing guys, tho i havent reached it yet, Where should the exit.sqs be triggered or is it automatic on mission end?

//Sorry for all these Q's, I'm trying to think of all possible reasons  :-[ thx for your help.
« Last Edit: 30 Aug 2002, 12:29:21 by hydro »

hydro

  • Guest
Re:Keeping Casualties, init and exit scripts
« Reply #8 on: 30 Aug 2002, 13:39:36 »
Oh wait found it
"nd in da next mision"
had the condition of presence filled in for the first mission
hehe they werent spawning cos there Var wasnt initialised at the start.

Phew, Thanks a bundle guys.

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:Keeping Casualties, init and exit scripts
« Reply #9 on: 30 Aug 2002, 14:06:40 »
if it works "solve" da topic  ;)  ;D

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Offline KTottE

  • Former Staff
  • ****
Re:Keeping Casualties, init and exit scripts
« Reply #10 on: 30 Aug 2002, 14:09:52 »
Thanks for reminding the fellas LCD ;D
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:Keeping Casualties, init and exit scripts
« Reply #11 on: 30 Aug 2002, 14:15:48 »
always ready 2 help da Mods  ;)  ;D

LCD OUT
« Last Edit: 30 Aug 2002, 14:16:11 by LCD »
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Che Guevara

  • Guest
Re:Keeping Casualties, init and exit scripts
« Reply #12 on: 31 Aug 2002, 06:16:20 »
Go to    http://www.theavonlady.org/theofpfaq/     and perform a search on DePBO  You will be redirected to a download page that has four great editing tools.

hydro

  • Guest
Re:Keeping Casualties, init and exit scripts
« Reply #13 on: 01 Sep 2002, 07:51:13 »
um Sorry im new, how do i solve this thread ??

Game Over !
Problem Blitzed !
Topic Solved !
Answers Guaranteed !
Discussion Terminated !

these do ??

I think i need a tutorial on solving threads :-[
« Last Edit: 01 Sep 2002, 11:10:36 by hydro »