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ski

Objectives

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Hi All  smile_o.gif

Its my first time posting, but ive searched through this forum and have gained a lot of knoledge.  I pretty much started making missions 3 days ago although probably like most just like most of you ive migrated from OFP  pistols.gif

Im strugling with a few details on my mission and was wondering if anyone would be kind enough to help me out.  Im poor at scripting so if you quote a code let me know where I should type the code into (noob alert).  Ive pretty much mastered basic editor skills (setting patrols up etc..) and would like to get a little bit more involved in mission story line.

Question :

I was wondering how I can add objectives into my missions, for example, once town 1 is free of foe proceed to next town and blow a bridge, then go to town 3 and take off in a helicopter, once all conditions are met the missions completes.

How would i go about implementing such triggers?  bridge destroyed? help.gif

Any help is greatly appreciated

-<GB>-Ski

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Here's one of the tools you can use to make briefings and objectives. It is originally for OFP but you can use it in ArmA as well. OFPediting2.0

(scroll down the page)

for clearing town I guess you can use a trigger with "not present" for enemy troops which has then init field <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"1" ObjStatus "DONE"; not sure about the bridge, haven't tried that before.....someone else maybe knows?

Oh, you also need in INIT.SQS or SQF file a line for making objectives either visible in briefing or hidden at start

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"1" ObjStatus "ACTIVE" whistle.gif Not a wizzo here either but I hope this'll help a bit.

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Here's one of the tools you can use to make briefings and objectives. It is originally for OFP but you can use it in ArmA as well. OFPediting2.0

(scroll down the page)

Does this program work for you?  I read the instructions :

How the program works.

-Select a location to save the files to (Folder where your mission is)

but as soon as I try to select a location it states a run time error file already open.

Thanks for comments guys, will have to read that official documentation in more depth as its a lot to take in at once smile_o.gif

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for clearing town I guess you can use a trigger with "not present" for enemy troops which has then init field <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"1" ObjStatus "DONE";

I have a problem with this. Triggers now in arma dont have a "int" field, also i cannot select "not present" for enemy troops, i can select not present, or, detected by west?

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ahh gr8 that editor works gr8!!

Still stuck cannot do what i originally wanted, but im very close just need a little more advice.

The editor allows me to add objectives...

Clear Cayo is my first one. Still not sure how to link this with a trigger in game.

Also, the editor has endings, with "End #1 (title/text)" fields. Is this used like once a objective is complete it will show the txt from this field? or is it used to display txt once whole mission is complete?

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ive just used the link above regarding official editing tutorials and answered my own questions smile_o.gif

I think i got it sussed now!!

With the help of this community ive got my mission sorted!!  thanks all yay.gif

P.S. still would like to know how to add a trigger that detects a bridge is blown  help.gif  

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So how do you setup a trigger for End1 when all 1-2-3 objectives are complete? I forgot that :blush:

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One, pretty common, way to do is to use variables.

On the trigger when you do:

"1" ObjStatus "DONE";

Add "obj1 = true", like:

"1" ObjStatus "DONE"; obj1 = true

Of course, obj2 for 2nd objective etc.

Then in another (the trigger with type END), use the following condition:

obj1 AND obj2 AND obj3

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Quote[/b] ]Then in another (the trigger with type END), use the following condition:

obj1 AND obj2 AND obj3

huh.gif

Sorry, not trying to be a smarty though I never new that I could end my missions like that. I always thought it was strict to add the "==1" showing the obj telling the game the obj's are completed like below;

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">obj1==1 AND obj2==1 AND obj3==1

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I was using a boolean value (true/false), not a number (1)

ob1 = true

vs

obj1 = 1

You can check booleans without the "==".

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I was using a boolean value (true/false), not a number (1)

ob1 = true

vs

obj1 = 1

You can check booleans without the "==".

Understood.

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