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Author Topic: Don’t you go anywhere!!!  (Read 984 times)

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Iwesshome

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Don’t you go anywhere!!!
« on: 18 Apr 2003, 19:48:23 »
Hello all,

Is there a way to keep a player from venturing to far from a Mission Guideline that will tell them to keep on mission and if they don't after some time the mission will end?

Thanks,

IW

deaddog

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Re:Don’t you go anywhere!!!
« Reply #1 on: 18 Apr 2003, 20:12:24 »
You could put a large "not present" trigger over the area you want them to stay in.  If  they venture outside of that area it could give them a warning.  It would have to be a repeating trigger.

Iwesshome

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Re:Don’t you go anywhere!!!
« Reply #2 on: 18 Apr 2003, 20:21:41 »
Ok,

I understand what you are saying.... How could you also tag with it a way to end the mission if they dont go back into your designated area?

deaddog

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Re:Don’t you go anywhere!!!
« Reply #3 on: 18 Apr 2003, 20:28:17 »
You could put a slightly larger trigger directly over the first one.  Maybe 50-100 meters larger.  If they leave that area then they "just happen" to step on a mine. ;D

mine="shell105" camcreate getpos player

put that in the activation field of the second, larger trigger

BOOM :o


Correction:

That will only work if there are NO units of that side in the trigger.  If the player is an EAST soldier and there is any other east unit in the trigger area, it won't activate.

Try this instead.

Name the triggers something like this :
trigger1 and trigger2

In each condition field place this:
!(player in list trigger1)
  -or-
!(player in list trigger2)

This will make it so that only if the player is outside of the trigger area it will activate.

Hope this helps :)
« Last Edit: 18 Apr 2003, 20:37:02 by deaddog »

Offline macguba

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Re:Don’t you go anywhere!!!
« Reply #4 on: 18 Apr 2003, 20:51:40 »
Althougth deaddog is right, conceptutally I disagree.     One of OFP's great strengths is openness and flexibility.   Your mission should take full account of all possible routes taken by the player.    Whatever the player does - I mean that in a logically complete sense, not just the things that you can think of - then there should be good/bad consequences depending on what he has done and whether it makes sense in the context of them mission.

Why do you want the player to get a mission failed if he leaves a certain area?    You are merely the mission designer, who are you to say where the player should and should not go?
Plenty of reviewed ArmA missions for you to play

Iwesshome

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Re:Don’t you go anywhere!!!
« Reply #5 on: 18 Apr 2003, 21:06:57 »
There are certain parts of a mission I am trying to create where you have to hold certain areas in an order and per your orders given to you by radio. The majority of the mission is free reign but those critical portions I want to create consequences if orders are not followed.

I'll show flexibility... I promise  ;D

« Last Edit: 18 Apr 2003, 21:09:34 by IW »

Iwesshome

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Re:Don’t you go anywhere!!!
« Reply #6 on: 18 Apr 2003, 21:11:35 »
Also I would like the boundaries to shift new locations when orders are given which I think could be done by switch triggers... that I have no knowledge about.

Directions on how to create switch triggers ???
« Last Edit: 18 Apr 2003, 21:17:05 by IW »

Offline macguba

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Re:Don’t you go anywhere!!!
« Reply #7 on: 18 Apr 2003, 21:19:15 »
Fair enough.     (Just as long as you think about it, that's the point I'm making  :))

It's not really a switch trigger problem.     What you need is a bunch of triggers and a bunch of variables.

For example, after a certain order is issued the player must not leave a certain area (say, the town he is supposed to defend)

When the order is issued

Order1=true

Create a trigger over the town

Activation:    player not present (you know about linking triggers and units in groups mode, right?)
Condition:     Order1 and this
On activation:    player is toast (by what ever means takes your fancy)
[you could make it Type:    End#2   (mission failed text) if you like]

Create triggers and variables as appropriate.   You can move triggers using setPos if that helps.


Switch triggers are easy to create - just make the type switch - and they are really to do with waypoints.    If you want to know more, have a search  .... you could do worse than search (use the search button at the top of this screen, in that row)  the forum on macguba and switch, I've answered that question a hundred times.
« Last Edit: 18 Apr 2003, 21:21:24 by macguba »
Plenty of reviewed ArmA missions for you to play

Iwesshome

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Re:Don’t you go anywhere!!!
« Reply #8 on: 18 Apr 2003, 21:46:09 »
I'm scratching my head :help:

Quote
When the order is issued

Order1=true

Create a trigger over the town Yep I am good

Activation:    player not present (you know about linking triggers and units in groups mode, right?)Yep I am good

Condition:    Order1 I don't understand conditions

On activation:    player is toast (by what ever means takes your fancy)
[you could make it Type:    End#2  (mission failed text) if you like]Yep I am good

Create triggers and variables as appropriate.  You can move triggers using setPos if that helps.

Let me go run home and try this and I forgot about that dang search button again ;D If run into some problems... well you know me I will be back.

Thanks Macguba & Deaddog

IW
« Last Edit: 18 Apr 2003, 21:53:24 by IW »

Offline macguba

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Re:Don’t you go anywhere!!!
« Reply #9 on: 19 Apr 2003, 13:02:53 »
Right, conditions.

There is only one way to make a trigger fire.    And that is when the conditions in the condition line are satisfied.   In other words, you've been using the condition line for ages, you just didn't know it.

If you look at the condition line when you first create a new trigger, you will see that it says "this".     That means that the trigger will fire when the conditions in the Activation box (East not present or whatever) are met.

However, you can change it.   You don't need to use the activation box at all.     For example, if you wanted a trigger to fire at the start of a mission (very useful for testing triggers) you could simply have the following in the condition line:-

true

If you want the trigger to fire when a variable becomes true, then you write the variable in the condition line.   You don't need towrite "when x is true", the trigger understands all that, you just need to write  the name of the variable.  It could be x, or it could be

Order1

The condition line is simply a boolean:  meaning that when it is false, nothing will happen.   When it is true, the trigger will fire.

You can of course combine things with boolean logic.   For example, if you wanted a trigger to fire when east was in the trigger area, but only if a variable was true, then you would set the Activation box to east present as usual, and inthe condition line write

this and variable1

Alternatively, if you wanted it to fire when either was true, you would write

this or variable1

So in this particular example you have one trigger that has

On activation:   Order1=true

for when the order is issued.    The trigger over the town has ... well you've seen the previous post.    Hopefully it makes more sense now.    Just give it a try and see how you get on.    Ask if I haven't been clear.
Plenty of reviewed ArmA missions for you to play

Iwesshome

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Re:Don’t you go anywhere!!!
« Reply #10 on: 20 Apr 2003, 04:56:08 »
Ok.... Here are my first part of the results from testing.

Deadog's Version

Did exactly what you said and when right when I went to preview it I was sent flying 150 feet straight into the air to my death like the coyote strapped to an Acme rocket  ;D

Macguba's Version

First attempt to get this work failed... will try again and if not successful I will post the part of I am testing to see if I have it set up wrong.

IW