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Author Topic: Using score as condition  (Read 476 times)

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bored_onion

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Using score as condition
« on: 14 Aug 2004, 12:22:17 »
i had a sift through the 1985 campaign looking for how to make a trigger depend on the player's score but i couldnt find what i was looking for. i know there's a command "score" but could anyone tell me how to use it so that when a certain score is reached a trigger activates? should i put it in the condition field or in a script?


any suggestions welcome

thanks

olseric

  • Guest
Re:Using score as condition
« Reply #1 on: 14 Aug 2004, 13:39:13 »
Well, if it's a condition, a trigger would work best.

Make it cover the whole playing area, with the condition area as follows
Code: [Select]
this AND score player > value
« Last Edit: 14 Aug 2004, 13:41:55 by olseric »

Offline macguba

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    • macguba's operation flashpoint page
Re:Using score as condition
« Reply #2 on: 14 Aug 2004, 14:20:24 »
In general, when you want to detect an event in the mission (such as a certain score) you use a trigger to detect it.     The mission editing tutorial which came with the game actually calls triggers "sensors" which is an equally good name for them.    They "sense" something happening and "trigger" a consequence.

Plenty of reviewed ArmA missions for you to play

bored_onion

  • Guest
Re:Using score as condition
« Reply #3 on: 14 Aug 2004, 14:30:47 »
yeah makes sense, macguba. when i asked i didnt know how involved the coding may be (it turned out not much) so i thought it could have been better suited to a script.

thanks problem solved