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belinned

end mission

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In a mission I want east to liberate a prisoner and bring him back to a village. But how can I make a trigger to detect the prisoner in the village and end the mission?

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Make your last WP in the village, and in the activation field of that WP type something that will activate a trigger like

arrived=true

Then make a trigger (set axis to 0,0), make it an END1, in the condition field type

arrived AND alive unitnameofprisoner

The trigger shoud activate only when the player has arived at the last WP and the prisioner is alive.

(Edited by Intruder at 2:16 pm on Nov. 26, 2001)

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It doesn't work. When they arrive in the village nothing happens

(Edited by belinned at 3:02 pm on Nov. 26, 2001)

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My mistake, don't make the trigger a switch, set it to END1.

Type in the trigger condition field:

arrived AND alive unitname

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Another problem! I wanna search the captive in another town. If I find him, how can I make him follow me?

I tried join and lead, but then I find the prisoner to easy. I automatically join him and can give him commando's even I didn't find him.

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This is a little more complicated, I haven't tried it, but I found this in Lustypooh's Command Refference manual.

KnowsAbout

Description:

Tells how much one unit knows about another.

Syntax:

Unit1 KnowsAbout Unit2

Unit1 is the name of a unit

Unit2 is the name of another unit

Returns:

Value between 0 and 4.

0 means Unit1 does not know about Unit2

4 means Unit1 knows exactly where Unit2 is, and what he is.

This value will decrease over time and distance. Will also lower if unit1 is not in view of

unit 2 (i.e. behind bushes).

Example:

?(MyEnemy KnowsAbout MyGuy > 2): exec "soundalarm.sqs"

you may have to write a script to make the prisioner join the player, and activate it with the command above.

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The join and lead method that you used is the easiest, but the least realistic, it depends on what type of mission you hope to make. Realistic missions will contain scripts.

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Eureka. Without scripting!!

Well I've made two waypoints for the sergeant (searching the prisoner) and for the prisoner. The sergeant: two waypoint-> join and lead. (the first waypoint as condition ser knowsabout prisoner >=4)

The prisoner: two waypoints->move (in the first waypoint as condition prisoner knowasabout ser >=4)

Well, what happens: the sergeant needs to be very close to the prisoner before he can join and lead!!!

Easy and without scripting

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