monkeyboy27 0 Posted March 11, 2007 Hi there, I'm a complete newbie to this mission making thing, and have come across a bit of a problem. I made a mission where you've gotta attack an enemy base on one of the small islands, so you can steal their helicopter and fly to the mainland to move onto the next part of the mission. I've got it all working fine, but I wanted to add an alternative in the event the chopper is destroyed in the attack. I haven't tested what happens if the chopper is destroyed, but I assume the mission will just come to an end.... because you can't complete the "get in" waypoint. I want to add an alternative set of waypoints to get to the mainland, should the chopper be destroyed. If it's destroyed before they've had a chance to board, I positioned a boat on the island, so I want the waypoint to change to the boat. If anybody has any idea how to do this, I'd be very greatful. Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted March 12, 2007 Alternative 1: - Name the getin waypoint something (fx enterChopper). - Put this in the waypoint activation field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">rchdChpr = true - Name the chopper in question (fx heli1) - Name the boat (fx boat1) - Create a trigger with condition <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(!alive heli1) && rchdChpr and this in the activation field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enterChopper setWPPos (getpos boat1) Alternative 2: I haven't really used sync'ed waypoints much, so experiment if my suggestion isn't working - Name the getin waypoint something (fx enterChopper). - Put this in the waypoint activation field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">rchdChpr = true - Name the chopper in question (fx heli1) - Name the boat (fx boat1) - Create a trigger with condition <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(!alive heli1) && rchdChpr - put nothing in the activation field. The trigger must be of type 'switch'. - Create two waypoints for the group (placed after all the other waypoints for the group). Make the first one be 'get in' near the boat, and the second 'cycle' near the waypoint you want the alternative route to continue from. - Select synchronization from the menu on the right (you can also use F5, I think) and drag a line from the trigger to the waypoint near the boat. Good luck! Btw, the mission won't end because of a failed waypoint. For that to happen you need a trigger if type 'lose' or 'end #' with forceEnd in the activation field (and of course a fitting condition). Share this post Link to post Share on other sites
Scillion 0 Posted March 12, 2007 Try this make your waypoints like this To the Heli To the lsland where they need to take the heli to win To the first waypoint they should follow if the heli is destroyed then the other waypoints that finish it out should the heli be destroyed. Ok - make a trigger in it's condition field put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if ((damage heli) > .6) It won't fly after .6 damage or so. Now choose SWITCH for the triggers TYPE section Now snychornize the trigger to the waypoint that would take the heli back to the island. This will cause that waypoint to be skipped. You can also put Hints and other communications in here to tell them there is a change of plans. Share this post Link to post Share on other sites