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Spartan2E

Adding stuff and WP questions

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Hi, I got a... few things I could't find out. Even after looking through 31 pages confused_o.gif

First of all, I'm trying to add magazines to a car. I've tried to do it with the HEMMT addweapon["gun,number"].

Though with magazine I wouldn't know sad_o.gif

Second, I've got a LAV-25 going going through waypoints until a point where I want it to stop until certain units are destroyed.

help.gif

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Seems you need addMagazineCargo for your first problem and sync your waypoint with a trigger for the second one, or just set the condition in the waypoint itself:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(damage unit1 > 0.8) && (damage unit2 > 0.8) && (damage unit3 > 0.8) && (damag .... ...)

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Thnx for the 1st one, now trying the other one. Though I'm totally new to this mission making thing so I might still run into alot of trouble. yay.gif

Edit:

Oke, the condition thing didn't work... crazy_o.gif

And I must say, the sync thing is getting me confused sad_o.gif

I've been looking on this thread though

other thread

So from what I understand I must have a WP(the US convoy in my case) and a trigger. But what do I need to do with the trigger?

After that I suppose I need to select both while having sync on?

And with the condition thing, does it matter when you've set up an empty car(the ones that need to be destroyed before the convoy moves on) with different units placed in it?

[by that I mean like:

-empty car(name car)

-2 different guys standing next to it(this moveingunner/driver/commander)]

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Lets say the units you want to destroy are car1,driver1,cargo1,jeep1,driver2,cargo2

In the condition field of the LAV-25 "MOVE" waypoint where you want your LAV-25 to stop and wait write:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(damage car1 > 0.7) && (!alive driver1 > 0.7) && (!alive cargo1 > 0.7) && (damage jeep1 > 0.7) && (!alive driver2 > 0.7) && (!alive cargo2 > 0.7)

Use !alive to be sure soldiers are dead, damage vehicle > 0.7 to be sure a vehicle is damaged enough.

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For :

Quote[/b] ] So from what I understand I must have a WP(the US convoy in my case) and a trigger. But what do I need to do with the trigger?

After that I suppose I need to select both while having sync on?

And with the condition thing, does it matter when you've set up an empty car(the ones that need to be destroyed before the convoy moves on) with different units placed in it?

[by that I mean like:

-empty car(name car)

-2 different guys standing next to it(this moveingunner/driver/commander)]

ok, if the name of the car is "car", then :

(1) create a trigger, and replace "this" by "not alive car" in the condition field.

(2) synch (hit "F5" then drag and drop a line between the things to synch) the trigger with one of the waypoint of the convoy (the convoy will stop at this waypoint and wait for the trigger to meet his condition).

And no, it doesn't matter if it's an empty car.

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Thnx, seems to work now thumbs-up.gif

And as always, I keep myself in trouble crazy_o.gif

I have 3 objectives for this mission:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

condition: (damage VBL1 > 0.7) && (damage LAV > 0.7)

on activ: "1" ObjStatus "Done"; ob1 = true

condition: (damage VBL2 > 0.7)

on activ: "2" ObjStatus "Done"; ob2 = true

condition: ?

on activ: "3" ObjStatus "Done"; ob3 = true

I want my 3rth condition to be to have the player in that trigger area(secure a helipad).

Then, I need to place a 4th trigger with something like

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">condition: ob1 AND ob2

I've tried it like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">condition: ob1 AND ob2 AND ob3, but I might be wrong on that(?)

Also, I'm trying some tutorial to script, but HOW do I make a sqs file?

I seem to be able to open those files right with wordpad. But I don't see any option to see sqs files only or to make a sqs file

Any help would be apreciated help.gifsad_o.gif

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I want my 3rth condition to be to have the player in that trigger area(secure a helipad).

set trigger activation to side of player present and condition to "player in thislist". Then the trigger will activate when the player is inside of the triggers radius.

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condition: ?

on activ: "3" ObjStatus "Done"; ob3 = true[/code]

I want my 3rth condition to be to have the player in that trigger area(secure a helipad).

Create a trigger and draw a group line between the trigger and the player. The trigger will be activated when the player is in its area and the condition is the default: this.

To crate sqs files you only need to create a txt (notepad) file and then rename it to .sqs, make sure you have the option to hide file extensions disabled in your Windows folder options.

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Thnx with the sqs file, will try the other one later today(need to read some more on the sync option crazy_o.gif )

Oke, I must've made a mistake somewhere, but I can't seem to find it(already caught myself a few errors in it)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

Blaat, already fixed myself after a lot of trial and error

confused_o.gif

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Spartan,

I am not much of a scripter like you are, so I just use waypoints for all this. If you want a vehicle/soldier to move to their destination ONLY when somewhere else another unit dies, just use waypoints and Syncranization. For example, the T-72 moves towards village B, but it travells through a village A first to get to the village B. Make two waypoints: first MOVE waypoint to village A, then another Move waypoint to village B. Now look at your units that need to be destroyed. For example it is M113. Put a Trigger around the M113 and in the Trigget choose: West ... Not Present. Then, click on Syncronize. Now click on Trigget around the M113 and hold the mouse button. Drag the mouse pointer to MOVE waypoint of the T-72 near the village A. You will notice that a blue line is following your mouse pointer from the Trigger. Place it over the center of the waypoint by the village A. Now your first waypoint is connected with a M113 trigger. When the M113 gets destroyed, the trigger gets activated (remember West ... Not Present), now the T-72 gets released and moves to his next point near the village B.

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