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Toasticuss

4 Hard Questions

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So I am in the process of making the hardest mission yet for myself.

These are the problems I have run into, my knowledge does not stretch far enough to solve them. I have done a few searches but nothing is specific enough to what I need

1. How do I make an object / unit appear in 3 random specific locations, these will be for a objective so also how would the trigger adjust to the spots?

2. I need to make 1 objective for this mission appear when a player walks into a trigger and I want it to complete the objective once the object is destroyed. Do I need to do something special in the briefing.sqf for that? Or do I not even put anything in about it and do it all in the trigger?

3. How would I go about making a convoy to create itself via radio trigger and to come to my location and then leave?

4. How can I trigger a plane to spawn and destroy a building and then fly away? I assume I could do it with unitCapture and unitPlay but I do not know how to specifically trigger it to spawn and then delete itself.

5. One more small question, not very hard. When doing a night mission

I'd like to have all my team mates to always have their laser sights on.

When putting this into the init.sqf or description.ext nothing takes effect

mygroupname enableIRLasers true;

Whats wrong with it?

If I can get these figured out and working, I will successfully be able to do anything in this editor SP wise and I will promise to make HD Video tutorials on how to do these.

To anyone that helps me, thank you!!

Edited by Toasticuss

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1. Place 3 "empty" type of markers. Group them to the unit.

2. Make "briefing2.sqf" or whatever file and add the "taskSomething =player createsimpletask.." in there. Execvm the script from the trigger.

3. Convoy... oh dear. ;)

4. AI and planes.. and bombing... OH DEAR.

5. I guess it just makes them available and AI decides not to use them.

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1. Place 3 "empty" type of markers. Group them to the unit.

2. Make "briefing2.sqf" or whatever file and add the "taskSomething =player createsimpletask.." in there. Execvm the script from the trigger.

3. Convoy... oh dear. ;)

4. AI and planes.. and bombing... OH DEAR.

5. I guess it just makes them available and AI decides not to use them.

Well thats 3/5 at least.

So

1. The random marker trick is working great, What would I put into a trigger to see if a object has been destroyed to complete an objective?

(!alive objectname)

something like that?

2. That kinda makes sense.

3. I still have hope :rolleyes:

4. Oh it cant be that bad with the unitPlay stuff. I just need to know how to trigger it correctly.

5. I guess its just bugged then.....

Edited by Toasticuss

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1. !alive means the damage is 1. You can also use:

damage object > 0.7

it can be better with non-man type of stuff.

5. Dunno if its bugged per say, as it could be just meant to make them available for units and not exactly force them to use them.

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1. !alive means the damage is 1. You can also use:

damage object > 0.7

it can be better with non-man type of stuff.

5. Dunno if its bugged per say, as it could be just meant to make them available for units and not exactly force them to use them.

Whats the difference between

damage object > 0.7

and

damage object > 1

?

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Nothing really, it just returns true at different damage level.

However, you shouldn't check for > 1 as maximum damage is 1 and that check would never be true.

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5. Maybe try by using a trigger which gets triggerd right after mission start? I'm not sure but I think I remember something like that groupnames aren't proper initialised before the mission really starts.

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The logical method for 5 would be an action, ie something similar to soldier action ["IRLasersOn", soldier], much like how you make them equip NV goggles.

It doesnt seem to be in the wiki documentation so its impossible to say.

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