bennie1983nl 0 Posted March 2, 2007 Hi i am experimenting with the editor but i could use some help with a Search And Rescue mission question 1 but i could use some help with making objectives to work with the briefing my briefing is done with links to the markers obj_1 = kill allsoldiers obj_2 = keep the pilot alive obj_3 = destroy enemy AA-gun how to fill in the triggers?! <! **** Objective 1 **** > <p><a name="OBJ_1"></a> Kill the troops in the <a href="marker:m2">town</a>. </p><hr> <! **** Objective 2 **** > <p><a name="OBJ_2"></a> keep the <a href="marker:m1">pilot</a> </p><hr>alive <! **** Objective 3 **** > <p><a name="OBJ_3"></a> Destroy the <a href="marker:m5">AA-gun</a> </p><hr> <! ****************************************** > <! **** Debriefing > <! ****************************************** > <! **** End #1 **** > <hr><br><h2><p><a name="Debriefing:End1"> Mission accomplished </a></p></h2><br><p> Good Job! You and the pilot are alive! </p><br> <hr><br><h2><p><a name="Debriefing:End2"> Mission is failed </a></p></h2><br><p> Shame on you, you failed the operation ! </p><br> question 2 how to make ... to see the Yellow waypoints directions IN-GAME Share this post Link to post Share on other sites
sanctuary 19 Posted March 3, 2007 Without more details about the problem you have with your mission it is difficult to help you. Share this post Link to post Share on other sites
karantan 0 Posted March 3, 2007 He has provided a link for/to the mission he's working on, I think he's expecting that some one will help him to bild the mission or do some work instead of him or something. Share this post Link to post Share on other sites
baddo 0 Posted March 3, 2007 Hi bennie1983nl Sure people here want to help you, but you would need to first tell us what you have in mind - just throwing a mission file at us is not enough to get us doing anything, really. Do you mean we should test your mission and tell what is good/bad about it? Then a better place would certainly be at http://www.ofpec.com/ where beta testing missions is a standard procedure for all incoming missions. Regards, Baddo. Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 3, 2007 story line around 1300HR an A-10 was shot by enemy AA-guns in the moutains. The pilot used his ejection-seat and land safe near a moutain village were he is hidding. enemy troops are searching for him. There USAF-pararesue units have to safe him. i have some problems with triggers like after a aera is safe to make a blackhawk land to pick-up the downed pilot and the pararesceu team You (d1) start in the air in a blackhawk(p1) - "set Flying" you and your team init-line "this move in cargo p1" waypoint from a airfield (airfield with marker called m1 - Airbase) to village trigger one "West" Present in the condition line" [d1, p1] exec "paradrop.sqs" " (i dwonloaded a paradrop script and put it the missoin folder) marker m4 - paradrop marker m5 - move to, with waypoint seek and destroy Troops jump out and land not far of the village, move to village destroy enemy troops (trigger on "East" not present) syncronoist(???) (bleu line effect to connect watpoints and triggers) second blackhawk moves to village (in hands of west) my problem is now to make the blackhawk land the pilot has to "get in" the helicopter together with You (d1) and the team!! go up and back to base. my e-mail swatben17@hotmail.com Share this post Link to post Share on other sites
Macser_old 0 Posted March 4, 2007 Quote[/b] ] my problem is now to make the blackhawk land the pilot has to "get in" the helicopter together with You (d1) and the team!! have you solved the problem? If not,Head on over to Ofpec.com as Baddo suggested and look for Johan Gustafsson’s Mission editing tutorial. Johan also did a good scripting tutorial,that's worth a look too. Share this post Link to post Share on other sites
Barry the baldy 0 Posted March 4, 2007 Cmon guys, no need to have him read a veritable encyclopedia of info to find the answer to a simple question, we all started in the same place and we know how frustrating it can be to have to do that. Â You'll need a trigger over the area you want the chopper to wait for to be cleared. Say for example you want an airport to be clear before a chopper moves there then put the trigger over the airport. Set activation East Then underneath select the 'not present box' Next have a blackhawk flying or landed with a move waypoint maybe 20m in front of itself then all the other waypoints you want or need after it. Select 'Syncronise' from the editor bar (Its in there with the Units, Groups, Waypoints etc) and drag a line between the trigger and the first waypoint. You'll know you have it right when there's a blue line between the two. What this will do is make the chopper wait at that first waypoint until the condition of the trigger is met (in this case that east isn't present) once all Eastern units are outside the trigger or dead then the chopper will move along the rest of its waypoints. Too easy. Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 4, 2007 @ barry thanks! I will try it out Btw how make i the blackhawk to pick up the troops? wich waypoint order? "load" or "hold"? Share this post Link to post Share on other sites
Macser_old 0 Posted March 4, 2007 Quote[/b] ]Btw how make i the blackhawk to pick up the troops? wich waypoint order?"load" or "hold"? Hey Bennie, you'll need a "load" waypoint to have yer chopper pick up the team.But From what I know, once it reaches that waypoint,it won't actually land unless there's also a "getin" waypoint synchronized with it. Oh,btw if you want the pilot to join up with your team when the "East" "Not present" trigger kicks in.You could add the line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[Pilot's Name] join Groupleaders name To the "On activation" field. Is that of any help? Macser Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 4, 2007 @Macser Thanks i am just a noob whowanne try something Share this post Link to post Share on other sites
Macser_old 0 Posted March 4, 2007 I'm not too far from being a noob meself. At least with mission editing anyway. So,have you had any luck sorting out your problem? Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 4, 2007 Well i have learned a new thing but how to make an objective Needed triggers and markers (also for briefing) Like clear out aera keep the pilot alive (when he is dead all mission is a failure!! wait for pick up / or go back to base in helikopter my briefing is done with links to the markers obj_1 = kill allsoldiers obj_2 = keep the pilot alive obj_3 = destroy enemy AA-gun how to fill in the triggers?! <! **** Objective 1 **** > <p><a name="OBJ_1"></a> Kill the troops in the <a href="marker:m2">town</a>. </p><hr> <! **** Objective 2 **** > <p><a name="OBJ_2"></a> keep the <a href="marker:m1">pilot</a> </p><hr>alive <! **** Objective 3 **** > <p><a name="OBJ_3"></a> Destroy the <a href="marker:m5">AA-gun</a> </p><hr> <! ****************************************** > <! **** Debriefing > <! ****************************************** > <! **** End #1 **** > <hr><br><h2><p><a name="Debriefing:End1"> Mission accomplished </a></p></h2><br><p> Good Job! You and the pilot are alive! </p><br> <hr><br><h2><p><a name="Debriefing:End2"> Mission is failed </a></p></h2><br><p> Shame on you, you failed the operation ! </p><br> Share this post Link to post Share on other sites
Macser_old 0 Posted March 6, 2007 This is from ProfTournesol,looks like a neat way to go about your triggers. Quote[/b] ]What i do is to create boolean variable initialized as "false" at the beginning of the mission (in the init.sqs or the init line of the player) : obj1done = false, obj2done = false etc... When an objective is successfull, a trigger changes the variable from false to true : obj1done = true. Then, the end trigger has in its condition line : obj1done AND obj2done AND etc... It's simple,but it works. Can you see what he means? Macser Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 6, 2007 This is from ProfTournesol,looks like a neat wayto go about your triggers. Quote[/b] ]What i do is to create boolean variable initialized as "false" at the beginning of the mission (in the init.sqs or the init line of the player) : obj1done = false, obj2done = false etc... When an objective is successfull, a trigger changes the variable from false to true : obj1done = true. Then, the end trigger has in its condition line : obj1done AND obj2done AND etc... It's simple,but it works. Can you see what he means? Macser heej macser were did you found this? (in the init.sqs or the init line of the player) : obj1done = false, obj2done = false etc in the player's init-line and not in the trigger? and if a aera must be cleared all the enemy units must have in there's init-line obj1done = false??? Share this post Link to post Share on other sites
Barry the baldy 0 Posted March 6, 2007 Dont forget to syncronise your squads getin waypoint with the choppers load waypoint to aviod any trouble. And Macsers way isn't necessary BUT it is a far better way to do anything with objectives. Just makes things a bit easier in the long run if you want to link anything else to objective status. Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 6, 2007 Dont forget to syncronise your squads getin waypoint with the choppers load waypoint to aviod any trouble.And Macsers way isn't necessary BUT it is a far better way to do anything with objectives. Just makes things a bit easier in the long run if you want to link anything else to objective status. Dont forget to syncronise your squads getin waypoint with the choppers load waypoint to aviod any trouble i have done that, but the objectives doesn't fully work... well they don't work at all mission with standard BIS units maybe can someone take a look at it? it is with briefing and a overview Share this post Link to post Share on other sites
baddo 0 Posted March 6, 2007 Cmon guys, no need to have him read a veritable encyclopedia of info to find the answer to a simple question, we all started in the same place and we know how frustrating it can be to have to do that. The problem was, there was no questions asked. It is quite a difficult task to answer a non-existant question. bennie1983nl, I suggest that in the future you state more clearly in your posts what you want to know or what you want to get done, so it is much easier for others to help you. We want to help but it is very hard to do so if you write like your first post in this thread. Best Regards, Baddo. Share this post Link to post Share on other sites
Macser_old 0 Posted March 6, 2007 Sorry if I confused you Bennie. About that link. Do you need a code to access it? Btw,the "obj2done","obj3done" etc.etc,that ProfTournesol was talking about,are variables that you can create yourself. Just to make it clear.They are not commands. So in a trigger's on activation field you could put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "1" objStatus "done";obj1=1 That ticks objective 1 as done then sets the variable obj1 to true.So in another trigger you would only have it activate if "obj1" returns true.Like in an end mission trigger. In it's "condition" field you could have: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> obj1 That's the same as saying if obj1=true then activate. If I'm wrong,I'm sure someone will point it out. But give that a try. Forget about the unit's init field until you can get those ideas working. Hopefully that'll help. Macser Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 6, 2007 thanks macser i will try this out it didnot work macser Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 6, 2007 Cmon guys, no need to have him read a veritable encyclopedia of info to find the answer to a simple question, we all started in the same place and we know how frustrating it can be to have to do that. The problem was, there was no questions asked. It is quite a difficult task to answer a non-existant question. bennie1983nl, I suggest that in the future you state more clearly in your posts what you want to know or what you want to get done, so it is much easier for others to help you. We want to help but it is very hard to do so if you write like your first post in this thread. Best Regards, Baddo. i asked for help but asked no question? sorry for it Share this post Link to post Share on other sites
baddo 0 Posted March 6, 2007 OK I see now you have edited your first post Well initially you only said that you could use some help and you gave us a link to a file with no additional information what kind of help do you need. That doesn't tell us much what you want us to do, or does it? You really need to give people more information right in the first initial post you make, other than just "i could use some help". This advice is for your own good, people will help you much faster and better and everyone will be happier. But enough of this already. You are now receiving help Best Wishes, Baddo. Share this post Link to post Share on other sites
Macser_old 0 Posted March 7, 2007 Bennie,if you haven't done it already,check your E-mail. I did a few edits of your mission. I see where you were goin' wrong. Check the triggers to see whats in the condition and activation fields. Also it's a good idea to name your triggers so you can easily see what they're doing. You might need to do some work on your briefings and stuff.But you should have enough to work with for now. Macser Share this post Link to post Share on other sites
bennie1983nl 0 Posted March 7, 2007 Bennie,if you haven't done it already,check your E-mail.I did a few edits of your mission. I see where you were goin' wrong. Check the triggers to see whats in the condition and activation fields. Also it's a good idea to name your triggers so you can easily see what they're doing. You might need to do some work on your briefings and stuff.But you should have enough to work with for now. Macser you used an unoffical addon, Macser so i can't open the mission in the editor Share this post Link to post Share on other sites
baddo 0 Posted March 7, 2007 If you open the mission.sqm file into a text editor, you could remove the references to an unofficial addon by carefully looking where it is used and taking the related chunks of text away from the file. Or Macser can fix it for you if you have time to wait. Share this post Link to post Share on other sites
Macser_old 0 Posted March 7, 2007 Sorry Bennie, I see it,just delete this line,in the Mission.Sqm: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> version=11; class Mission { addOns[]= { "Vulcan", "bis_resistance", "Sfweapons",<<<<<<<<<<<<<this one "bis_weaponpack" }; So you should have this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> version=11; class Mission { addOns[]= { "Vulcan", "bis_resistance", "bis_weaponpack" }; I was using one of my own units,with custom weapons. Although I deleted the unit,the Weapon addon reference was left behind. Ok? Share this post Link to post Share on other sites