UKSubmariner 0 Posted September 14, 2004 Okay... I got the first objective to work fine. Now the second objective is for the player to kill all east units in level. What do I type into the trigger? And which boxes? Secondly how do I link them so the game finishes when OBJ 1 and OBJ 2 are done? Cheers guys. Share this post Link to post Share on other sites
theavonlady 2 Posted September 14, 2004 Now the second objective is for the player to kill all east units in level. What do I type into the trigger? And which boxes? Code samples: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Item0 { position[]={4921.804199,159.029999,6935.788574}; a=450.000000; b=450.000000; activationBy="EAST"; activationType="NOT PRESENT"; timeoutMin=2.000000; timeoutMid=3.000000; timeoutMax=5.000000; interruptable=1; type="SWITCH"; age="UNKNOWN"; text="RusoveOut SW"; expActiv="""2"" objStatus ""DONE""; Done=true"; class Effects { track="Track5"; titleEffect="PLAIN DOWN"; }; synchronizations[]={1,2,5}; }; Quote[/b] ]Secondly how do I link them so the game finishes when OBJ 1 and OBJ 2 are done? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Item22 { position[]={8648.162109,0.539784,5986.113281}; a=0.000000; b=0.000000; repeating=1.000000; type="END1"; age="UNKNOWN"; text="end1 - mission succsess"; expCond="Obj1 == 1 AND Obj2 == 1"; expActiv="Hint ""Mission Complete"";"; class Effects { }; synchronizations[]={}; }; Share this post Link to post Share on other sites
Skul 0 Posted September 14, 2004 Avon, what the heck is that? An exerpt from a mission.sqm??! Err... I think what Avon is trying to say, UKSubmariner, is something like this: In a trigger, set the a and b axis to cover the units you want to kill (not too big. Whatever you do, don't make the common mistake of having a 5000x5000 trigger! ). In the Activated By box, select 'East' and then 'Not Present'. When all East units are dead, the trigger will activate. To make the mission end with objectives 1 & 2 finished, make a trigger with a and b axis of 0. Next, in the trigger which activates objective 1's completion, type obj1=true in the On Activation box. And in the second objective's trigger, type obj2=true. Now, back to the third trigger (axis' of 0). In the Condition box, type obj1 AND obj2. This will make the trigger wait until obj1 and obj2 become true. When they do, it will activate, so select the End# in there. I hope that's easy to understand. If not, I could post some screenshots to help explain it better. [Gareth Gates must die] Share this post Link to post Share on other sites
Junker 0 Posted September 14, 2004 WoW im dizzy I think my Brain is gonna explode Share this post Link to post Share on other sites
Skul 0 Posted September 15, 2004 What are you referring to? My post (aka, easy-to-understand method) or Avon's (to me - aka, what-teh-fUx0r method)? Seriously, though. I don't think Avon's post will help much. No offense, of course; Submariner just seems new to mission editing. [Gareth Gates must die] Share this post Link to post Share on other sites
UKSubmariner 0 Posted September 15, 2004 What are you referring to? My post (aka, easy-to-understand method) or Avon's (to me - aka, what-teh-fUx0r method)? Seriously, though. I don't think Avon's post will help much. No offense, of course; Submariner just seems new to mission editing. [Gareth Gates must die] Cheers guys again. I'm not new to mission making, just making sure the things are of a good enough quality for release (I have shedloads of half-baked without briefing, objectives or intro's on my drive, simply just for me to play with.) Thanks again. All I need to do is get one of the objectives to work and I'll have finished another fine mission. Share this post Link to post Share on other sites
The Real Armstrong 0 Posted September 15, 2004 Not present triggers are absolutley crap unless in very small areas, like 50x50. I suggest you look up some kind of morale script (or make one yourself) and make the baddies flee after they're down to 10 % or summin. Share this post Link to post Share on other sites