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Offline angusjm

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Flares
« on: 23 Aug 2002, 20:50:44 »
I know that in one of the campaign missions you fire a flare and a waypoint is completed and a boat comes towards you. Any idea how this works?  

Offline KTottE

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Re:Flares
« Reply #1 on: 23 Aug 2002, 20:55:48 »
Well, I would advice you that you download PBO Decryptor 1.5 from http://www.ofp.info and dePBO the Resistance.pbo campaign file.
Look how BIS did it. That's really the best place to start. Then if you still don't understand we are more than willing to help you out.
"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!'"

tai mai shu

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Re:Flares
« Reply #2 on: 23 Aug 2002, 21:35:34 »
im almost positive that the mission runs a script to check if any flares are fired (by checking if the ammount of flare ammo on resistance side is less than what they started with) and this in turn triggers the boat to come.

Offline RT-SuperTron

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Re:Flares
« Reply #3 on: 24 Aug 2002, 00:07:37 »
 :)
I took this right out of ComRef 1.75

Quote
Event based scripts
    There are some scripts in the game which are launched when some event occured. Some of them has name given by mission designer (scripted waypoint, particle scripts (since 1.50), user action scripts). Names of others are given by the program.

init.sqs - launched when mission is started (before briefing screen)
    - no arguments

initIntro.sqs - launched when intro is started (since 1.50)
    - no arguments

exit.sqs - launched when mission is finished (before debriefing screen, since 1.50)
    - argument: end # - number of game end

onFlare.sqs - launched when illuminating shell is lit(since 1.45)
    - arguments: [[r, g, b], gunner] - r, g, b is light color


[RT]SuperTron
+- PAIN IS YOUR FRIEND, IT WILL REMIND YOU THAT YOU ARE ALIVE -+

T.S.C.Plage

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Re:Flares
« Reply #4 on: 24 Aug 2002, 14:39:47 »
Bah...what are this for answeres? ???

You can use a trigger or script to create one.

Use:

name = "Flare" camcreate [X,Y,Z]  

For example a trigger activated by west:

OnActivation: flare1 = "FlareRed" camcreate [positionoftrigger]  

The position of the trigger can be taken from the mission.sqm.
You can set the height what ever you want.

Hope this helps a lil' more...

Plage

 
« Last Edit: 24 Aug 2002, 14:41:15 by T.S.C.Plage »

Offline RT-SuperTron

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Re:Flares
« Reply #5 on: 24 Aug 2002, 18:32:19 »
Quote
Bah...what are this for answeres?

You can use a trigger or script to create one.

Use:

name = "Flare" camcreate [X,Y,Z]  

For example a trigger activated by west:

OnActivation: flare1 = "FlareRed" camcreate [positionoftrigger]  

The position of the trigger can be taken from the mission.sqm.
You can set the height what ever you want.

Hope this helps a lil' more...

Plage

Plage, this will only create the Flare, but what angusjm is talking about is how the flare is getting detected, and how he can trigger other units with a flare that he fires.

Quote
you fire a flare and a waypoint is completed and a boat comes towards you. Any idea how this works?

[RT]SuperTron
+- PAIN IS YOUR FRIEND, IT WILL REMIND YOU THAT YOU ARE ALIVE -+

LimeCordial

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Re:Flares
« Reply #6 on: 24 Aug 2002, 19:55:16 »
yeah, he means put that in the on activ of the waypoint so it happens at the same time.

Offline Gastovski

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Re:Flares
« Reply #7 on: 24 Aug 2002, 20:23:06 »
As KTottE said it would help if you looked in the campaign files... In contraband it definiteley uses an ammo counting script on red flares and this can be done with anything. For example Black_Feather has made a script which counts the ammo of a sniper, and if it is less than lat time the sniper moves to a new position...