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TimeDeatH

2 Questions on how to...

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I have a mission where you are the blufor and have to kill a leader of the opfor, is there a way to when the leader dies/gets killed before a half hour that it says mission success and have the mission end just like an armory mission, and if half an hour goes by and he isnt dead a helicopter moves in and picks him up then drops him off, and have the usmc fail the mission and have it end the same way if it was a success only it says mission failed, and to have it vice versa for the opfor?

List of what I've just explained

Success blufor:

1. Blufor attacks opfor

2. 0-29:59 minutes go by and you kill the leader.

3. It says mission success ( or something similiar ) anywhere on the screen.

4. Mission ends

Fail blufor:

1. Blufor attacks

2. 30 minutes go by

3. A helicopter comes in and picks up the leader and drops him off at a location

4. It says mission failed ( or something similiar ) anywhere on the screen.

5. mission ends

Success opfor: would be same as fail blufor, only it would say mission success ( or something similiar ) anywhere on the screen.

Fail opfor: would be same as success blurfor, only it would say mission failed ( or something similiar ) anywhere on the screen.

For reference: Leaders name will be Grigori Ivanov, helicopters name will be The Farewell Wagon

I have never done scripting before, and havent used triggers before, so go easy on me, or I just might :smash:

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For the success one, just make an End#X trigger and set the condition to: (time < 1800) && !alive targetLeaderName

Then click on the 'Effects' button, choose Effect: BLACK OUT, Type: TEXT and put Mission Success into the text field.

Afraid I'm too tired and wasted atm to go through the failure-stuff.

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Three triggers:

One that checks if the general is dead, Type End1 to finish the mission successfully.

One that has a 30 minute countdown, when it activates it deletes the first trigger and sets in motion the helo.

One that is at the landing location that checks for the presense of the leader and if it detects it ends the mission with End2 (marked as a failure in briefing.html)

What happens if they kill him after the 30 minutes? If that's a partial victory make the second trigger change the first trigger to an End3 ending marked as partial victory in the briefing.html instead of deleting it.

I would also suggest changing the names of your units. Keep them simple like grigori for the leader and wagon for the helicopter. In the Description you can certainly keep the names longer, but the "name" of an item is internal and never seen by the players but used in code and by the engine.

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Well, basically, the helicopter is going to pick him up within 30 minutes, and if he escapes the mission is lost, if he dies within the short time between the 30 minutes being up and the helo picking him up it is still considered a victory. The only problem is I don't know how to do any of this so I need some help.

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I'll work up an example mission of this for you so you can see how it works.

---------- Post added at 06:03 PM ---------- Previous post was at 05:38 PM ----------

Here it is:

Demo Mission

Either kill him right away, or wait 10 seconds and watch what happens.

Check out the three triggers and see how they work. When you have questions, let me know. :)

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Once again, :thanx: I've studied it all changed the music, and made a seperate mission with vice versa for the opfor. I've also added a group of soldiers inside the helicopter (It's flying over the sea instead of starting on the ground), so when the helicopter lands, they come out, and grigori and his squad go in. I wish I could see the whole thing in action, but: http://dev-heaven.net/issues/show/3919 I'm going to have to wait till patch 1.4, or when they fix this in the beta patch (someone already said it was fixed in the beta patch!).

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I'm sorry for double posting, but kylania, can you edit that demo mission so that if the helicopter crashes along the way a nearby BMP-3 picks up Grigori then takes him to the location.

Name of BMP-3: planb

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