Tom_Anger 0 Posted April 4, 2007 The known Items: 1. I have an OPFOR base and a BLUFOR base (details on these bases do not need to be discussed). 2. Gametype is on the idea of Capture & Hold 3. I have 3 bases represented with a flag object FLAG (US) (they are named flag01, flag02, flag03) 4. To end the game 1 team must own all 3 flags/bases I would like to make these flags show as neutral Royal Sahrani (Independent) Flag: flag01 init=this setFlagTexture "\ca\misc\data\jih_vlajka.paa"; flag02 init=this setFlagTexture "\ca\misc\data\jih_vlajka.paa"; flag03 init=this setFlagTexture "\ca\misc\data\jih_vlajka.paa"; QUESTION 1 Do I have these textures setup to look correct? QUESTION 2 What do I need to do in order to make it so that each flag represents a base-size of 50 x 50 (AND) for a team to take it over they need to be in the zone for 10 seconds? Â I am guessing the flags with an added trigger element defining that 50x50 size, but I want to make sure... If triggers are used do I use 2 per flag triggered by OPFOR and the other by BLUFOR? Also if a trigger is needed what do I enter in for the Conditon prompt and/or Activation prompt? QUESTION 3 How can I make it so that when a team owns it, the other team can take it if they can get in the zone for 10 seconds? May go with question 2 ued in the countdown or timeout area. Need to know what to setup and how if that is the case. QUESTION 4 How can I make it so that when 1 team owns all 3 bases the game is over? Lets make it simple for now so that I can get this part working. My next phase will be internal team point scoring, but I don't care to get into that just yet. Please do not point me to a script without fully explaining in specific detail how to use it. Â I have seen scripts and some are .sqs with no ending condition help. Â I need this explained in simple terms to help me and other mission designers understand the process. This is part of the learning process so don't get upset if I come back with a question. Â I greatly appreciate any input given here. Share this post Link to post Share on other sites
Tom_Anger 0 Posted April 4, 2007 Maybe it isn't an easy answer. What info can be gained on this topic? Help>?>?>? Share this post Link to post Share on other sites
fasad 1 Posted April 4, 2007 I'll try and chip in a bit. Be warned I feel that creating a mission like this without understanding how to create simple trigger conditions etc, is a bit reckless. Focusing on understanding how ArmA works would be more beneficial to you than managing to create a mission without understanding how it works Quote[/b] ]QUESTION 1Do I have these textures setup to look correct? They look about right, but why not check these out in the mission editor. Typing the question here took as long as finding the answer. Quote[/b] ]QUESTION 2What do I need to do in order to make it so that each flag represents a base-size of 50 x 50 (AND) for a team to take it over they need to be in the zone for 10 seconds? I am guessing the flags with an added trigger element defining that 50x50 size, but I want to make sure... If triggers are used do I use 2 per flag triggered by OPFOR and the other by BLUFOR? Also if a trigger is needed what do I enter in for the Conditon prompt and/or Activation prompt? There are many ways of achieving a result for this. I'd try using 2 triggers and use setPos to swap them so that one is in use and the other is over the ocean somewhere. The actual trigger could be <side> present with extended scripted conditions something like this && ({side _x == east} count _thislist < 1), or you could try out the new "seized by" trigger type. I can't give you exact copy and paste example for what to do. Quote[/b] ]QUESTION 3How can I make it so that when a team owns it, the other team can take it if they can get in the zone for 10 seconds? May go with question 2 ued in the countdown or timeout area. Need to know what to setup and how if that is the case. Again, many possible solutions. Swapping the two triggers into some remote location using setPos is probably easiest. You could leave both triggers over the flag permanently and create some other kind of switching variable that acts as a condition of each trigger, stopping one from working when it's not meant to. Quote[/b] ]QUESTION 4How can I make it so that when 1 team owns all 3 bases the game is over? make two end# type triggers, each activating when the 3 flags are owned by the same side. You'll need to think of a way to report this each time a flag is capped. I'd use a global variable for each flag, defining the owner in the relevant trigger's on activation block. eg flagAOwner = "west". Hopefully this gives you a few ideas - you shouldn't even need a script file to get it working. Of course, there may be complications I've not encountered. Share this post Link to post Share on other sites
satexas69 0 Posted April 4, 2007 Not to be sarcastic, but have you considered unpbo'ing existing c&h missions and CTF missions to see how they did it? As fasad pointed out, to not understand basic triggers and functions, and trying to do something complicated is a bit... ... so I'd suggest you look at another mission like yours and do the regular copy-n-paste hack routine. Just my .02 Share this post Link to post Share on other sites
Tom_Anger 0 Posted April 4, 2007 I have search over and under and since these are done in many ways I wanted to pose my need. Some PBOs an not be unPBO'd for some reason so I open them up in text pad. That is how I figured out the texture stuff. Also by viewing forums. I ak not taking you post sarcastic so don't worry :-). I have had the game for about 2+ weeks now and have learned alot with the community in playing as well as mission making so I appreciate all fedback. I will review the post here and see what I can accomplish. My original post was from work and since I had it in my head at the time I asked about the flag textures. Take care and thanks. I will let you know the results. Share this post Link to post Share on other sites
Tom_Anger 0 Posted April 6, 2007 Still unable to make a trigger condition for a base take-over.  Getting close though.  Here is what I have learned so far.  I know some of this logic is not perfect. 3 flags (flag01, flag02, flag03) all setup with a neutral type of flag.  To force the flag of choice I used the setFlagTexture command flag01 setFlagTexture "\ca\misc\data\jih_vlajka.paa" flag02 setFlagTexture "\ca\misc\data\jih_vlajka.paa" flag03 setFlagTexture "\ca\misc\data\jih_vlajka.paa" For additional design an eliptical flat colored marker can be used with a default color.  Basically place the marker over the trigger and on the map when you play the game it will show up as the circle you see on many C&H maps.  For my example I will make them blue. flag01marker  (when you set the marker give name and color) flag02marker  (when you set the marker give name and color) flag03marker  (when you set the marker give name and color) Now to make the marker colors change to represent a base that has been taken over you use a trigger.  Lets focus on one base for now to make it simple. flag01trigger - For testing I set them up as "Siege by BLUFOR" - Setup as repeating - They are setup for a timeout of [5,5,5] just for testing. - Set to Switch (I have no idea what that does) - In the Conditional section I left it as the default of 'This' - In the action section I have a command to change the flag texture as well as the marker color.  In the example below I choose Flag texture for US and the base color to change to RED. Acc: flag01 setFlagTexture "\ca\misc\data\usa_vlajka.paa";flag01marker (setMarkerColor "ColorRed"); Now when I go into this "zone", 5 seconds later it triggers and the flag and zone color changes to reflect that I am there taking it over.  To make it so that the other team has the same impact just add another trigger and have that trigger change for OPFOR and to the flag and color you want. Now if I follow this same concept for the other 3 bases it will work fine, however, I have no knowledge how to tie them together in an ending condition.  That is where I need the community to aid me to do this. Someone suggested swapping out triggers by a setPOS action as well as _x or other ideas, but I am not sure how to use them correctly.  I would think or assume I could just set a variable with the owner of the zone.  Something like flag01Owner = "west", flag02Owner = "west", etc.  I have tried various ways and I get syntax errors. I am guessing a 4th trigger set anywhere to have the conditional check could be used to see if a team has all 3 bases to win. Any ideas on how I can finialize this? Also how hard would it be for a "seasoned" mission designer to open up their game and add 2 players (BLUFOR and OPFOR) and 3 bases to see how this can work? I am kind of looking for a "here is how it is done" kind of answer using little or no script at all. I am learning alot so this is getting good. Thanks for any help you have. Share this post Link to post Share on other sites
PaveQ 0 Posted April 6, 2007 Make one ending trigger for each sides, and use condition like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flag01owner == "East" AND flag02owner == "East" AND flag03owner == "East" Share this post Link to post Share on other sites
sickboy 13 Posted April 6, 2007 TIP: If you want to be able unpbo any pbo you want... use kegetys his tools: www.kegetys.net Armed Assault Section, Tools Share this post Link to post Share on other sites
Tom_Anger 0 Posted April 7, 2007 Thanks PaveQ - I knew it was an easy answer. Sometimes I get confused with local and global variables and stuff. When a side is in the trigger area I need to set a variable and then in the ending trigger check for it's value. Common sense and I tried many things, but your reply helped. Baby steps is working, lol. Share this post Link to post Share on other sites