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-=RA=- DarkMan -Pvt-

Ending a mission

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Hi everyone!

Just a couple of quick questions...

I'm designing a mission where the objectives are to;

1 :assassinate an AI character

2 :destroy a group of helicopters using satchel charges

3 :escape to a pre-defined extraction point

I know I will need "ending" type triggers to set this up, but am not sure how to use them exactly..can anybody help me with this so that when the first two objectives are met, then the third one if completed ends the mission...

How could I get my group of AI soldiers to plant and detonate the satchel charges - what sort of script should I use?

Also, anyone know of any in-depth tutorials on how to st up briefing files- I'd like to use the nice links you see on others' maps which will tae you to the correct spot on the map when clicked on (like villages and objectives etc)

Look forward to hearing from you

Dark

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Ok man, i'll try to help you.

You have to make publicvariable.

Write this in init of any unit or better in init.sqs

publicvariable "object"

object=0

Then you need to give this variable numbers throught your mission objectives.

1. Player has executed first object so object=1 and it'll be object=2 when he make last one.

Then in the END trigegr in condition line write:

object=1 and object=2

It will help you to look after execution of all tasks by the player.

Shit, my english is sux smile.gif But i hope you'll understand what i mean wink.gif

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Hi Darkman,

I can help you with the satchel laying and exploding :

To have an soldier equiped with satchel charges to lay one add, the following into the waypoint's

onActivation field, at which the unit should plant the bomb:

unitname fire["Put", "Pipebomb"]

And then, at another waypoint, you could have:

unitname action["TouchOff"]

This was Q&A:51 of the FAQ I maintain at my site...

at

http://members.tripod.co.uk/bloodmixer

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