Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×
Sign in to follow this  
pigglywiggly

First mission

Recommended Posts

Hello everyone, I am starting this thread because I'm making a mission(RotorHeads). And I need some info on how to make an obj like in Dom. Where if the first obj is completed a new obj pops up somewhere in the map. I need all the other obj to be dormant until the first obj is completed. Any help would be greatly appreciated. Thanks for reading this thread cheers:)

Share this post


Link to post
Share on other sites

Hi, for begginers I recomend to use UPSMON, it simplifies a lot editing and greatly improves AI in combat.

Well to answer you:

This is a template of a briefing/objective.

All u need is socceed each task with a trigger with this command:

_tskKillSpongebob setTaskState "Succeeded"

see wiki for mor info:

http://community.bistudio.com/wiki/setTaskState

/*
 *	Mikey's Briefing Template v0.03
 *
 *
 *	Notes: 
 *		- Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and 
 *			aids you in preventing using duplicate variable names.
 *
 *
 *		Required briefing commands:		
 *		- Create Note:			player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]]; 
 *		- Create Task:			tskExample = player createSimpleTask ["*The Task Title*"];
 *		- Set Task Description:	tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"];
 *
 *		Optional briefing commands:
 * 		- Set Task Destination:	tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1");  // use an existing marker!
 *		- Set the Current Task:	player setCurrentTask tskExample;
 *		
 *		Formatting:
 *		- To add a newline: 		<br/>
 *		- To add a marker link:	<marker name='mkrObj1'>Attack this area!!!</marker>
 *		- To add an image: 		<img image='somePic.jpg'/> 
 *		   - custom width/height:	<img image='somePic.jpg' width='200' height='200'/>
 *		
 *		Commands to use in-game:
 *		- Set Task State:		tskExample setTaskState "SUCCEEDED";   // states: "SUCCEEDED"  "FAILED"  "CANCELED" "CREATED"
 *		- Get Task State:		taskState tskExample;
 *		- Get Task Description:	taskDescription tskExample;   // returns the *task title* as a string
 *		- Show Task Hint:		[tskExample] call mk_fTaskHint;  // make sure tskExample and the mk_fTaskHint function exist
 *							
 *
 *	Authors: Jinef & mikey
 */

// since we're working with the player object here, make sure it exists
waitUntil { !isNull player }; // all hip now ;-)
waitUntil { player == player };

switch (side player) do 
{

case WEST: // BLUFOR briefing goes here
{

};


case EAST: // REDFOR briefing goes here
{
	player createDiaryRecord["Diary", ["Info", "<br/>Author - Monsada<br/>Version 1.00<br/>"]];
	player createDiaryRecord["Diary", ["Fuerzas enemigas", "<br/>Creemos que solo hay medio centenar de infanteria por el pueblo y los alrededores y hemos podido ver algunas patrullas de jeeps controlando los accesos por carretera, la ONU tiene tropas en los pueblos de alrededor de modo que no se descarta que pidan refuerzos si se ven acorralados, estaremos alerta por si interceptamos alguna senal de radio."]];
	player createDiaryRecord["Diary", ["Fuerzas amigas", "<br/>Las fuerzas rusas no nos atacaran porque.. bueno ya sabeis porque, pero tampoco espereis que nos ayuden.
														  <br/>Sabemos que hay guerrilleros Chernorusos muy inquietos desde que la ONU tomo Dubrovka, los hemos visto merodeando por el oeste de Dubrovka observando los movimientos de la ONU, puede ser un buen punto de huida si las cosas se ponen feas."]];
	player createDiaryRecord["Diary", ["Mision", "<br/>Bien, vayamos al grano, Las fuerzas de la ONU han tomado <marker name='TOWN'>Dubrovka</marker>, y estan construyendo una <marker name='m_o3'>base</marker> y varios puestos de defensa."]];
	player createDiaryRecord["Diary", ["Situacion", "<br/>Parece que el pueblo les interesa y mucho por la cantidad de tropas que han destinado y las defensas que estan construyendo, es de vital importancia tomar Dubrovka ahora que todavia podemos, 
													 <br/>Dubrovka esta muy bien comunicada y esta demasiado cerca de nuestra base, de no lograr el objetivo podrian intentar cortarnos los suministros y nuestra base se veria seriamente amenazada"]];


	//>---------------------------------------------------------<														
	// Secondary Objective		
	tskObj4 = player createSimpleTask["Secundary: Encontrar informacion relevante"];     
	tskObj4 setSimpleTaskDescription["Esta semana un importante sequito de los Estados Unidos ha visitado la nueva <marker name='m_o4'>base</marker> de la ONU en Dubrovka y creemos que han tenido una reunion en secreto, es posible que en esa base puede haber informacion importante, echad un vistazo haber que encontrais", "Encontrar informacion relevante", "Encontrar informacion relevante"];      
	tskObj4 setSimpleTaskDestination (getMarkerPos "m_o3");   

	//>---------------------------------------------------------<														
	// Primary Objective
	tskObj1 = player createSimpleTask["Primary: Expulsar a la ONU de Dubrovka"]; 
	tskObj1 setSimpleTaskDescription["Eliminar las fuerzas americanas y de la ONU de <marker name='TOWN'>Dubrovka</marker>. Vigilar al acercaros, hay patrullas por las carreteras. Buena suerte chicos", "Expulsar a la ONU de Dubrovka", "Expulsar a la ONU de Dubrovka"];		
	tskObj1 setSimpleTaskDestination (getMarkerPos "TOWN");		


	// Third Objective
	//tskObj3 = player createSimpleTask["Secundary: Destruir el radar",tskObj2]; 
	//tskObj3 setSimpleTaskDescription["En la base que estan construyendo hemos podido ver un <marker name='m_o3'>radar</marker>, creemos que si ese radar es destruido no tendran forma de comunicarse con el centro de mando para pedir refuerzos", "Destruir radar", "Destruir el radar"];		
	//tskObj3 setSimpleTaskDestination (getMarkerPos "m_o3");

	//>---------------------------------------------------------<						
	// Secondary Objective
	tskObj2 = player createSimpleTask["Secundary: Recuperar la estacion de servicio"]; 
	tskObj2 setSimpleTaskDescription["Hemos marcado una <marker name='m_b3'>Estacion de servicio</marker> que es de vital importancia para nuestros intereses y que ha sido tomada por fuerzas de la ONU, una vez mas han dejado patente los verdaderos intereses en la zona, o eso o preveen atacarnos en breve y tienen miedo de nuestros blindados, jajaja, jojojojo, jejejeje.... esto.. ejem, ejem, hay que recuperarla. ", "Recuperar la estacion de servicio", "Recuperar la estacion de servicio"];		
	tskObj2 setSimpleTaskDestination (getMarkerPos "m_b3");
	player setCurrentTask tskObj2;	
	//tskObj2 setTaskState "Assigned";
	//>---------------------------------------------------------<			

	//Inicializamos las futuras tareas
	tskObj5 = objnull;
	tskObj6 = objnull;

};


case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here
{


};


case CIVILIAN: // CIVILIAN briefing goes here
{

};


};

if (true) exitWith {};

Share this post


Link to post
Share on other sites

Thanks a bunch guys for the reply. Now I have made my first obj and if I killed the baddie in the obj the marker turns to green so happy.:yay:

But I want to add more obj in other town after the first one is done and I want them to only spawn when the first one is dead or smoking. I don't want multiple obj to be on the map at the same time. Is this possible? For example: the second obj will be an enemy HQ that needs to be blown. Before this enemy HQ will pop up on the map though a certain vehicle from the first obj needs to be blown up. Again I would like to thank the guys that take the time to read and help out a budding mission maker.:)

Share this post


Link to post
Share on other sites
Sign in to follow this  

×