View Full Version : Delayed trigger
Hi guys, I have a problem. I'm making a co-op mission where a helo team and an assault team take off from an airport and go kill them some communist pigs, etc etc.
I want the final objective to be the safe return to the base of either all the remaining players (or just one if not possible).
I'm a little lost how I can make the trigger that emcompasses my airbase to not be activatable (bluefor present) until the opfor not present trigger at the town is activated. Basically what happens is the second I start the mission it says "well done!" http://forums.bistudio.com/oldsmileys/sad_o.gif
I tried using the condition thing,but that hates me.
Thanks!
whisper
Dec 11 2006, 14:29
In the "OPFOR not present "script, in the "on activation" field (assuming ArmA has the same fields than OFP), put
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No_OPFOR=true;publicVariable "No_OPFOR"[/QUOTE]
and in the "condition" field of your "BLUEFOR present" trigger, put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this && No_OPFOR[/QUOTE]
It may not be a very elegant solution, but I use game logics for stufff like that. The way I'd do your mission is to make the opfor not present trigger and add:
on activation: gamelogic1 setdammage 1
Now place a gamelogic name gamelogic1 anywhere on the map.
Finally, on the return to base trigger (activated by whole squad present) add:
Condition: not alive gamelogic1
This way, the return to base trigger wont be activated until you've killed gamelogic1, which can only be done by clearing the designated area of all enemies.
That's great, thanks. Now I need to ask.. what will happen if say one of the players hits the T72 but doesn't blow it up? Will it be considered neutral and the tank crew (who will die shortly afterwards) be counted?
whisper
Dec 12 2006, 15:54
Empty tank should not be EAST anymore, I think, so if the disembarked crew die, there should be no more EAST in the trigger area.
Finally, on the return to base trigger (activated by whole squad present) add:
Condition: not alive gamelogic1
Thanks for this. I need to ask though... how can I make it that the trigger will only activate when all players have returned to base? I mean what happens if say a player disconnects mid game?
I have changed the trigger activatable by whole group, but once I kill the last enemy in town it still bumps me back to the mission complete screen.
Do I need to put the trigger to "repeatedly" ?
Benny212
Dec 14 2006, 21:57
i would do it this way
Create a trigger in the area and set it to OPFOR not present
on activation: t1 = true
Create a trigger in the area where you want to go back to and group it to the group leader, then set it to whole group
on activation: t2 = true
then create a third trigger set the condition to: t1 && t2
then set it up for the ending.
with this method the final trigger wont activate untill all remaining members get within the area ( but still works if you have lost a few members of the group)
Hope this helps
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.