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enforcer4100

lots of questions (gear and swimming, objectives)

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Hey guys,

Creating a couple of missions but I am running against some problems.

note: It are ALL multiplayer missions.

1) gear and swimming:

So in my first mission you land with a parachute in the sea after a faulty insertion.

People need to rescue them using boats and bring them ashore to continue the mission.

however to keep the object count low and to make the mission more difficult there are not enough boats.

The problem with this approach is that people lose their gear if they are in the water to long (arma).

However because there is no specific landing spot I can't place ammoboxes.

What I want to do is use a script to prevent people from losing their gear while in the water.

I know this has been done before but after looking on this forum and google I couldn't find a script.

I only ended up seeing something about a script used in the SLX mod. However I play at a community so I don't have the option

to use other addons.

Can you guys help me with this or point out where I can find such a script.

2) objectives:

Well this is a stupid problem if I have to say it myself.

The missions contain two or more objectives which you have to complete before the mission ends.

So no problem I set up the objectives via a trigger (condition, activation, etc) and those parts work.

However for some reason I cant figure out how to combine al these things.

IIRC this code worked when placed in another trigger "obj1 && obj2 && obj3".

obj1, obj2, obj3 are all named in the other triggers (via the variable thingy) so I don't understand why they don't work.

that's all I can think of right now :)

I know this are stupid questions but for some reason everything seems to go wrong with this things

TA

enforcer4100

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For the first part download the latest beta patch for ArmA 2. Then in your description.ext type: enableItemsDropping = 0;

Then the items won't drop!

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I'm not sure what your asking, if you could explain it better or what type of objectives you have, it'll be easier to find. Anyways try this:

if (Succeeded = taskState obj1) && (Succeeded = taskState obj2) && (Succeeded = taskState obj3) then {hint "Mission Accomplished"};

Or:

if (obj1 = "Done") && (obj2 = "Done") && (obj3 = "Done") then {hint "Mission Accomplished"};

If all the objectives are all destroy objectives then type this:

!alive A and !alive B and !alive C;

The A B and C are whatever the item, vehicle, and or person is named that you are trying to destroy or eliminate.

PS I'm still very new with ArmA's scripting.

Edited by JSF 82nd Reaper

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I'm not sure what your asking, if you could explain it better or what type of objectives you have, it'll be easier to find.

Well in my first mission the only task is to capture to area's (area0 and area1).

But in future missions I might also put in destroy objective's.

So what I currently do is set up a trigger for each objective (both area's and destroy tasks, i.e. shilka) and I define the name/variable of it via the on activation screen and for the destruction part I put in "!alive shilka1" for example.

So when I destroy the shilka's and captured the area's I want the mission to end.

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:cool: Oh ok, that's simple here you go:

taskCompleted TASKNAME1 AND taskCompleted TASKNAME2 AND taskCompleted TASKNAME3;

Rename the The TASKNAME# whatever you named your objectives in the briefing. :cool:

Link: http://forums.bistudio.com/showthread.php?79257-End-trigger-after-all-objectives-met

Edited by JSF 82nd Reaper

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ok thank you very much :)

Well for some reason it is still not working but I think that has something to do with not properly destroying the shilka's.

Will need to check that out.

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