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Frug

Radio tower destroy

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So, hello, this is my first post. I'm very very new in the mission editor, so i really need some help. I'm doing here a mission that you need to go to a city, destroy a radar and fall back to your previous position(2 tasks). i searched some radio tower destroy scripts but i dont find any.. so anyone, please, could give me one or a tutorial on how make tasks and a radio tower destruction?

Edit: And where do i put the briefing? Mission folder? The mission is only a .pbo!

Edited by Frug

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The briefing goes into your Documents\Arma2\missions; if you need any help with creating the briefing just let me know. There are a couple of ways to destroy a radar tower but I'll give you the simplest way.

1.) Place an empty tower in the city where you want it and name it whatever you would like, i.e. t1. Next place a trigger and in its Condition box type this: !alive t1;. After that type this: "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; in the On Act. box (depending on what obj you have sat to destroy the radio tower determines the "1" and the "tskobj_1"; if you have it sat to the second obj then replace the "1" in both "1" and tskobj_1 to 2.)

Edited by JSF 82nd Reaper

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The briefing goes into your Documents\Arma2\missions; if you need any help with creating the briefing just let me know. There are a couple of ways to destroy a radar tower but I'll give you the simplest way.

1.) Place an empty tower in the city where you want it and name it whatever you would like, i.e. t1. Next place a trigger and in its Condition box type this: !alive t1;. After that type this: "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; in the On Act. box (depending on what obj you have sat to destroy the radio tower determines the "1" and the "tskobj_1"; if you have it sat to the second obj then replace the "1" in both "1" and tskobj_1 to 2.)

Much thanks! Now, to the briefing, how do i put it? briefing.html or briefing.sqm ? I want to create those notes and tasks like "Briefing, Situation, Mission, Execution" etc if I put this, where it would appear and where i should put it(like tasks.sqm):

player createDiaryRecord ["Diary", ["Situation", "Things are looking bad."]];

tskExample1 = player createSimpleTask ["Task Message"];

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When you create mission in editor dont save it as *.pbo, just use save. You will have a mission folder with "yourmissionname". In this folder you put all scripts/briefing/description/init files. In the end you can pack your mission to*.pbo but you dont have to. If you dont know how to make briefing the best way is to unpebo someone else mission, copy briefing file and then change him to your needs

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I will give u a template of the briefing and write up a little tutorial for you once I get some sleep. If you would like to know anything else feel free to ask me and I'll do my best to help you. ;)

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Hi Frug, Welcome to Bis forums!

To help you with folders,a nd mission related aspects see my tutorial:

How to import SP/MP Missions into the editor

http://forums.bistudio.com/showthread.php?126057-Is-there-a-way-to-import-single-player-missions-to-my-editor&p=2039105#post2039105

thats not all it talks about, its a nice reference too on files locations, how to save what to save as ect,.

As far as your tower, use an alive trigger, heres what you do, something very simple without tasks if your interested:

1. Place your tower

2. Name your tower, example twr1

3. create a trigger -make axis A and B 0 <--zero

4. Activation: none

5. Condition put:

 !Alive twr1

6. On Avt box put: example:

 hint "The tower has been destroyed!"; deleteMarker "twr1";

7. Place a marker and name it

twr1

and put a title in the text box which is what you will see on the map.

8. save as a usermission, and hit preview and play it, look at the map where you placed your marker, then go blow the tower up with a satchel

and watch the hint message pop up and then the marker will delete from the map.

=========

Just something to play with, you can do the same thing and then have a task in place too.

Hope that helps.

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Thank you all!!!! You guys really helped me.. Now, i just have one question. Is there a way to, in the presence of Blufor in the area, enable the radio Juliet? Because in the final of my mission, they need to go to the Extraction Point, once they are there, they will call Radio Juliet and end the mission. I already putted the two triggers, one saying:

1st: Activation: Blufor, Condition: this, On Act: enableradio Juliet; hint "You can now call radio Juliet for extraction", Axis A and B: 60

2nd: Activation: Radio Juliet, Type: End #1, Name: Juliet

What am i doing wrong? because i don't want that a guy call radio Juliet before he destroy the tower, just want him to call when he reach extraction point!

Thanks for all!

Ps1: JSF 82nd Reaper, i've already learned how to use the briefing, you don't need to set up a tutorial anymore, THANKS!

Edited by Frug

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Take out the enableradio Juliet; and keep the hint "You can now call radio Juliet for extraction". and the 2nd activation just set it to Radio Juliet and synchronize that trigger with the waypoint before the waypoint where the helicopter lands. (I do have a folder that has all kinds of simple scripts and templates of briefing, campaign, init scripts, description scripts, and etc. Just let me know if you would like a copy of it, I find it very useful when I'm creating missions since most of the scripts that mission makers use is all right there.)

Edited by JSF 82nd Reaper

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Ok, so i want it Reaper, REALLY, THANKS SO MUCH!

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Here's a link to the file for you and anyone else: http://www.4shared.com/archive/TqCud4gQ/scripts.html?

Ok, thanks, that will help XD. But Reaper, my "extraction point" don't gonna be it, i will just name it and when then reach there, they will call radio juliet and then the mission ends. but i don't know if theres a way to, if theres a way to deactivate the radio juliet, and the radio become activated when they reach the trigger area(the "extraction point" got it?

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