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multiple missions in 1 missions

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how to have 4 mini- missions into on main one, where each mission once its completed, it goes to another part of the main mission and continues...

for example: zone one is attacked and the player plays it out, but as soon as the mission is meet, it switches to the next part- zone two... as the player is now some one else, and has to deal with the goings on at that location, and so forth all the way through to the last mission or zone all the while its the same battle but each zone is done one after the other..

example mission , no addon needed :

http://files.filefront.com/example3in1rar/;9620013;/fileinfo.html

quick explanation of what is happening.

After destroying the soldier under the hill, the trigger will detect that there is no East present there anymore and so will set MISSION2=true.

The MISSION2 trigger now being true will launch after 5 seconds, will make the gunner and the driver of TANK1 that was waiting elsewhere to join the player group, and will make the player moveincommander TANK1 , so you are now the commander of TANK1, and you are requested to take out a T72 in the southeast.

Once done, the trigger will see that no east is present in the T72 location and will set MISSION3=true.

The MISSION3 trigger , being now activated by this true thingy, will begin its work 5 second after, the player will join grpnull (to avoid always being in the same group as the tank ccrew), it will then teleport the player to the soldier named "no3" position (and so far away from the tank), the soldier no3 will then be deleted so the player is alone .

The trigger will "removeallweapons this" the player, and will give it 3 LAW and a launcher + 1 M16 mag and 1 M16. A selectweapon "M16" allow then the player to have the M16 selected in hand instead of having to select it manually.

Just go to the west and destroy the shilka to complete the 3rd mission and end this example mission.

Now you see the basis, just adapt this to your mission idea, but it will require you to think "ahead" to be able to avoid some problems, deleting units and vehicles you don't need anymore is always a good idea, so they don't be an annoyance for other missions.

Spawning units is another one, as it would allow you to place units on the maps only when needed, so you would have no performance hit from useless (for one of your mission) units.

If this is going over your head, i recommend you highly to read mission editing tutorials at OFPEC and get your hand on the Uber mission editing tutorial that can get you started better.

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In theory, shouldnt it be possible to have a dynamic campaign in this one mission?

So instead of each mission having only one ending, you have 2 or more, and if say you get attacked and pushed back, then the next mission is a retreat, whereas if you killed all the enemies in the first mission, then you go on a counter attack on the next.

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The most complex the objectives and specific actions of the mission can be, with different outcome possible on top of them, it will be a bit more complicated to put together.

But it is totally possible with enough pre-planing and clever scripting.

By example you have your squad leader, make a simple check to see if he is killed during an assault "mission", if he stays alive at the end of this sub mission, he could order your squad to continue to push inside of the enemy line leading the game to play a "continue forward" mission.

If he is killed, instead of the previous your order may be to entrench yourself waiting for reinforcements while an enemy counter attack will occur, leading the game to play a "defend your line" mission.

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