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tilyard2

How do I enable citys to be taken over, I'll explain more inside:)

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I've recently started editing and made my first mission.

I was playing Arma, and a map on OFP some time ago and they had a map where you could take over a base, and the base could be taken back.

I want to create a offline version, or even a MP version myself.

But I want it to be a Co-op game, so like on ARMA: Evo-Red. Evo-Blue. Etc.

How do I set up enemy bases so that they can be taken ?

If you can't explain but know a tutorial on how to set this type of map up please post the link below, or give your own step-by-step guide.

I'm sorry if this is in the wrong Place, I don't know where this belongs.

Please move if in wrong section:)

Thanks for your help

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This is probably the simplest way:

First create a trigger, activated by Anybody. On the activation field type:

base = thisList

This will be the base to be conquered.

Now create another trigger, activated repeadetly, with condition:

(west countSide base) > (east countSide base)

This will activate when the west presence is bigger than the east presence inside the trigger. On the activation field you could type the following so you know what's going on:

hint "West has conquered the base"

Now do the same for the east side. Create one more trigger, activated repeadetly, with condition:

(west countSide base) < (east countSide base)

And on the activation field:

hint "East has conquered the base"

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This is probably the simplest way:

First create a trigger, activated by Anybody. On the activation field type:

base = thisList

This will be the base to be conquered.

Now create another trigger, activated repeadetly, with condition:

(west countSide base) > (east countSide base)

This will activate when the west presence is bigger than the east presence inside the trigger. On the activation field you could type the following so you know what's going on:

hint "West has conquered the base"

Now do the same for the east side. Create one more trigger, activated repeadetly, with condition:

(west countSide base) < (east countSide base)

And on the activation field:

hint "East has conquered the base"

Hello thanks for the reply, currently trying this on map editor now, I understand most parts of this, just don't understand where to put in

"base=thislist" but gonna give it a quick look, thanks:D

---------- Post added at 16:34 ---------- Previous post was at 16:25 ----------

Ok worked it all out, done excactly what you said,

placed 2 troops each team, killed them within the trigger but nothing came up=\

gonna try 1 more thing quickly then post result.

---------- Post added at 16:38 ---------- Previous post was at 16:34 ----------

Nope wait all done, forgot to add activation: Anybody.

Yup west conqured the base: (yay)

Now I'm gonna make this more of a offline type map, using the map Everon.

When my player dies, is there anyway instead of going to "end" I can click another troop to play? I tried to make every person playable but only had "End" option

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Respawning isn't possible in single player. That was only added in ArmA. Or at least I think it would require some advanced scripting for that to work, but I haven't looked into it.

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An alternative is just to play offline and set multiplayer to LAN before launching a mission, so you basically play alone without internet and can benefit from the respawn.

Best way to play offline all those huge missions like CCE2 by example

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I haven't seen how base capture works on Arma, but from what I see (west countSide base) > (east countSide base) is a bit premature, isn't it?:confused::confused::confused:

you could activate the trigger with 90 East troops and 91 West since West would have more than East, but with 181 troops fighting for it, you can't really say that the base belongs to one side or the other! not to mention that the base could be switching ownership with every couple of kills since the trigger is set to repeat :D

I think a more accurate way to do this is to set the balance at about 3:1 or better yet, wait until the defending side is wiped out

(West countSide base) >= (East countSide base)*3 or (East countSide base)==0
(East countSide base) >= (West countSide base)*3 or (West countSide base)==0

it would of course work as Rellikki suggested, but this is probably how I'ld do it for a bit more realism...

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I haven't seen how base capture works on Arma, but from what I see (west countSide base) > (east countSide base) is a bit premature, isn't it?:confused::confused::confused:

you could activate the trigger with 90 East troops and 91 West since West would have more than East, but with 181 troops fighting for it, you can't really say that the base belongs to one side or the other! not to mention that the base could be switching ownership with every couple of kills since the trigger is set to repeat :D

I think a more accurate way to do this is to set the balance at about 3:1 or better yet, wait until the defending side is wiped out

(West countSide base) >= (East countSide base)*3 or (East countSide base)==0
(East countSide base) >= (West countSide base)*3 or (West countSide base)==0

it would of course work as Rellikki suggested, but this is probably how I'ld do it for a bit more realism...

Thanks everybody for the replys, relliki method did work, but I used Silvers code to make it slightly better on the ownership.

I've set the marker on the base to red, to represent enemys base,

now I'm looking to make it green, when the enemy has been totally wiped out. To represent taken over.

Progress on the map itself is going good, so far done 2 main citys, and I think it's working pretty good for my first time:)

Only question I have no, for a bit more realisum and experince within gameplay, I wanna be able to set laser designated targets, and for a plane to swoop on down and bomb the target.

I tried to set a plane up, had him circling base but wouldn't attack the target. Need help on setting it so the plane will attack laser designated targets.

I'm going through a tutorial to set up briefing, and I'll be using the map in offline mode - Lan to use respawns.

---------- Post added at 00:04 ---------- Previous post was at 23:17 ----------

Sorry for the many questions:

Another 1 to add to the pile, what do I need to write out a briefing and plan?

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look here for marker color command

as for air support by planes, it's difficult to guarantee results but there are a number of things you can try. you could use

planeName reveal targetName
planeName doTarget targetName
@ (planeName distance targetName)<=500 (or 1000 or whatever you want)
planeName doFire targetName

but doesn't guarantee the plane won't acquire another target in between of that it will even fire on the designated target

using a laser designator or using invisible laser targets will give the plane a priority of engagement on those targets(I think!) since laser targets are recognized as higher threats (again I'm not 100% sure on this) but again there are no guarantees. it depends on the number of threats around, the pilots skill level and even the terrain around the target.

also there are a couple of automated scripts that simulate aerial bombardment

as for the briefing I use this, but there are a ton of progz that create briefings out there

Edited by SilverRanger

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look here for marker color command

as for air support by planes, it's difficult to guarantee results but there are a number of things you can try. you could use

planeName reveal targetName
planeName doTarget targetName
@ (planeName distance targetName)<=500 (or 1000 or whatever you want)
planeName doFire targetName

but doesn't guarantee the plane won't acquire another target in between of that it will even fire on the designated target

using a laser designator or using invisible laser targets will give the plane a priority of engagement on those targets(I think!) since laser targets are recognized as higher threats (again I'm not 100% sure on this) but again there are no guarantees. it depends on the number of threats around, the pilots skill level and even the terrain around the target.

also there are a couple of automated scripts that simulate aerial bombardment

as for the briefing I use this, but there are a ton of progz that create briefings out there

Hello thanks for your response, where do I put the code into?

---------- Post added at 16:57 ---------- Previous post was at 16:49 ----------

Succsess! Thanks, you guys are being really helpfull.

---------- Post added at 17:04 ---------- Previous post was at 16:57 ----------

Is there a list of codes anywhere, where do people get these codes or do they make themselves, I think a general full list of codes would save everybody time:P

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Is there a list of codes anywhere, where do people get these codes or do they make themselves, I think a general full list of codes would save everybody time:P

Here is a list of all the commands used by OFP

and here is a collection of scripts, functions and tutorials

you can find scripts and tutorials within the community sites to cover most of your needs. They are very good guides to help you understand the workings and limitations of the OFP engine and scripting. First step though is to understand the commands and get some working experience with them

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