turbosol16 0 Posted January 3, 2007 I can't find this anywhere. Â I am trying to make it so when you blow up a building you have to move to the extraction point to end the mission. Â Right now you can extract anytime you want just so you move into the extraction trigger. Â I tried naming my building trigger obj1c and putting the on act obj1c =1 Â and on the extraction I put obj1c =1 but for some odd reason as soon as I blow up the building my own AI attacks me. Â Anyone tell me what I am doing wrong or point me in the right direction of where I could find the answer. Â Thanks. Share this post Link to post Share on other sites
turbosol16 0 Posted January 3, 2007 This is what I have in my triggers, this might help out a little. Â For some reason as soon as I destroy the tower#337 the mission just ends. Â I want it to you have to move to the extraction area to end the mission. Â Can anyone tell me what I have messed up? Trigger 1 Radio tower destruction Activation None Type None Condition <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">damage (position player nearestObject 337) >= 1 On Act <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">objectiveStatus = "1" Trigger 2 Extraction point Activation Blufor, Once, Present Type End1 Condition <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">objectiveStatus == "1" Share this post Link to post Share on other sites
SenseleSS Violence 0 Posted January 3, 2007 I the editor click-on Show IDs (not nessasary but makes it easier) make a small trigger no bigger than the building and set it to Not Present, in the On Act. you might put a CreateTrigger script but for this test all i used was hint "job done" After you have made the trigger click-on Groups (F2) and RMB drag a line from the trigger to the ID number of the building to be destroyed, now move the trigger over the building once the two are grouped and preview. hope it helps Share this post Link to post Share on other sites
turbosol16 0 Posted January 3, 2007 How do I make the extraction trigger not activate till the building is destroyed? Â That is my problem atm. Â I want the start and extraction area to be the same but if you start in the extraction area the mission just ends before it starts. Share this post Link to post Share on other sites
SenseleSS Violence 0 Posted January 4, 2007 put this line in On Act in the trigger I mentioned earlier... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">extrac setTriggerTimeout[0,0,0, false ] name your extraction trigger extrac and set the countdown to 9999, 9999,9999 (i think these are sec's not sure I'm new to this also). so now when the building is destroyed the trigger activates and changes the countdown on the other trigger.... cheeers Share this post Link to post Share on other sites
turbosol16 0 Posted January 4, 2007 Ill give that a try, I really appreciate your help. Thanks. Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted January 4, 2007 For the building, the simplest thing to use is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> !Alive (getPos player nearestObject 337) Then when it's blown up, it'll set your objectivestatus = 1. For the extraction trigger, you need to make a small edit. ATM you have the condition set only to objectivestatus == 1. Â Even though you have it set to activate when BLUFOR is present, you removed one vital word from the trigger so it will wait on both conditions. Â The condition should read: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this && objectivestatus == 1 "this" basically means, the condition of this trigger plus any other conditions I put in here must be met. Then the evac trigger shouldn't activate until the building is destroyed AND BLUFOR is in the trigger zone. As for your AI attacking you, I have no idea what's causing that unless you killed a couple in the blast. Share this post Link to post Share on other sites