Jump to content
Sign in to follow this  
RANKER

"destructible".

Recommended Posts

I am referring to your expertise, mission designers and scripts creators.

I tried lot of things (markers, triggers, modules) but I still cannot find a way to do this, please let me explain.

One of many objectives in my mission is to destroy a radio tower with explosive charge only. Which tower will

be protect by infantry and mechanized infantry.

I would like to find a way to make "indestructible" objectives until players get within an area near the objective

area (kind of circle in a circle) if you see what I mean, and when players reach that outer-area the objective

become "destructible".

I will tell you why ...

My friend and I, were playing on his server on a nicely done mission, multiple objectives (destroying radio tower,

secure a village, assault a watch post etc..etc.. a very cool mission in my mind.

But he used MCC_Sandbox and from the start point call the artillery on each objective, when I arrive at them,

all OFOR soldiers were already dead and for me, the fun was gone.

I don't want that to append to my mission, that is why, I badly need your expertise people.

All the very best.

Ranker...out!!!

Share this post


Link to post
Share on other sites

I think the first problem is your friend abusing MCC. :) Can't really do anything about that unless you don't build that function into the game or don't give him access to the control panel.

Otherwise you'd generally not even spawn in objectives until you're ready to assault them or use things like eventHandlers to prevent damage to objects.

Share this post


Link to post
Share on other sites

But he used MCC_Sandbox and from the start point call the artillery on each objective, when I arrive at them,

all OFOR soldiers were already dead and for me, the fun was gone.

I've created a monster :butbut:

Share this post


Link to post
Share on other sites

ha ha ha ha NO shay_gman, ha ha ha ha , you did not create frankenstein.

I know that program and that it was made to help mission designers, but

even if I don't use MCC_Sandbox, doesn't mean that I am blind ha ha ha.

C'mon, I just want to make missions for players to enjoy them self

"the right way "Arma 3 suppose to be play if you understand what I mean.

kylania

Regarding BIS event_Handlers and prevent damage to objects. It's too darn

complicated for me (an old 65 years old grumpy man to understand) ha ha ha ha.

Only smart people like you and shay_gman and all others who like designing

missions and scriptwriter can understand all the BIS things ha ha ha.

I prefer designing a mission the hard way with the help of good scripts that

will do what I would like to see in my mission.(EX: Fill house, militarize,

reinforcement chopper, VAS etc ,etc, etc)

Anyways thank you very much for the time you took to read me, I appreciate it.

Best regards

Ranker...out!!!

Share this post


Link to post
Share on other sites

Actually the eventhandlers are pretty simple. I'll whip up a quick demo to show you.

Lets say the target is the Radio Tower above Agia Marina. Place a GameLogic somewhere nearby and this as it's init:

objTower = position this nearestObject 134313; otidx = objTower addEventHandler ["HandleDamage",{}];

That will create an object called "objTower" which we can use to refer to that tower later with. It will also prevent the tower from taking damage from anything. otidx is the index of the eventhandler we'll use later to remove it.

Then you have a trigger with this as it's onAcT:

objTower removeEventHandler ["HandleDamage",otidx];

That removed the eventHandler allowing the tower to take damage once you're ready for the main objective.

Edited by kylania

Share this post


Link to post
Share on other sites

Kylania

This is genious !!

WOW!!

Is this coding only for objects??

can I use a similar coding for let say a village in which

OPFOR infantry is patrolling and then, use a trigger with

["HnadleDamage",otidx]; when BLOFOR is near the village??

awesome :)

regards

happy Ranker...out!!! lol

Share this post


Link to post
Share on other sites

Well, for units you could use that, but ideally they wouldn't even be on the map so they don't add to lag. Then when you start the mission for them you'd spawn them.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×