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steelblood

Onslaught mission

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Hi guys :)

I was just wondering if i could have some help making an onslaught mission.

A.) Is it possible to detect groups being dead ? Like give the group a name and put !alive "Group Name" ?

B.) How do you do prescense checks with triggers (Never figured it out so like when there is no opfor LEFT in the area trigger is true)

C.) Making Game logics obey conditionals (Can you do this so for like a script which runs from a game logic the game logic only appears or the script only happens after a condition has been fulfilled such as obj1 ? )

D.) Little Features that anybody can suggest and help me with :)

Thanks so much everyone

Dan

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A.) Is it possible to detect groups being dead ? Like give the group a name and put !alive "Group Name" ?

If this is true:

{alive _x} count units TheGroup == 0

Then the squad is death.

B.) How do you do prescense checks with triggers (Never figured it out so like when there is no opfor LEFT in the area trigger is true)

Triggers don't have any graphical representation except in the editor where they are a flag. You need markers. You can then set them colored when the trigger, triggers:

"MyMarkerName" setMarkerColor "ColorBlue";

C.) Making Game logics obey conditionals (Can you do this so for like a script which runs from a game logic the game logic only appears or the script only happens after a condition has been fulfilled such as obj1 ? )

If you just want a script to run when a certain condition is met use a trigger.

Edited by Muzzleflash

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What exactly is an 'onslaught mission'?

A.) I've been wondering this myself, I'll get back to you on that.

B.) Inside the trigger menu in the editor there is a drop down menu labeled Activation with all of the factions and radios. Select OPFOR. Below and to the right click on Not Present. There you go. Condition is this, on act is whatever you want to happen when the baddies ain't around.

C.) What?

Edit: Muzzle beat me. :/

How do you name the group, TheGroup? this setGroupid?

Edited by Grimes [3rd ID]

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For the last one C.) I want it to detect when; A.) Either an objective has been complete or B.) When the units from the first game logic are all dead is this possible ?

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... When the units from the first game logic are all dead is this possible ?

I don't understand why you are using all of those game logics and "the units from the first game logic" throws me off.

The only use I ever had of gamelogic was for revive and for storing data on the server.

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Also i can't link a game logic and a trigger ?

---------- Post added at 02:14 PM ---------- Previous post was at 02:13 PM ----------

Because the script runs from a game logic

---------- Post added at 02:16 PM ---------- Previous post was at 02:14 PM ----------

Check CRB scripts they run from game logics

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Well if you want some code to be run when a certain condition is met I use a trigger. Don't know it it can be done using a game logic in the traditional manner.

This one triggers if either you have marked one of the objectives completed (true) or a group, here TheGroup, is all dead.

completedA || completedB || {alive _x} count (units TheGroup) == 0

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What is the code that you are using through the game logic, and specifically why?

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I'm using the script by wollfy and it's his CrB random patrol script this is it here "0 = [position this, "Motorized", 400,"RU"] execVM ""crB_scripts\crB_taskPatrol.sqf";" It spawns a Motorized group gives it a random patrol with in a 400 diameter circle and it's faction is russia.

---------- Post added at 10:45 AM ---------- Previous post was at 10:42 AM ----------

Well thats kinda of on a different mission but it became the main topic of talking here so :)

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