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#1 Posted at 2013-04-02 15:58        
     
Hi everyone, I need help with an objective trigger I want so set up.

First of all, I apologise for any grammatical mistakes I make, I'm from Germany so I'm allowed to :P

I'm pretty much a noob with coding in ArmA 2 (I "discovered" the editor like 4 days ago lol), which is why I signed up to this forum today :)

Ok, before I explain my problem to you I'm going to describe my mission so you know what I want for my triggers.
In the beginning the Blufor troops arrive at the shore with boads, BRDMs and helis. The player squad gets out of either a boad or a heli (can't decide lol) and it approaches the enemy base as an infantry group. The objective is to fight the hostiles and move to the Scud Nuke Launch Truck Thing (that's what I call it^^) which is inside the enemy base. As soon as the player gets visual on the truck, he has to call an A-10 via Radio and mark the truck with his laser designator to blow up base and truck at the same time (the laser marker is not the problem, I know how to add it to the player). When the truck is destroyed I want the mission to end, which is the easy part. The problem is that I want the truck to launch the missile about 10 minutes after the mission starts. The launch of the nuke should cause the mission to fail.

Now how can I do that? :D Thanks for your help!

BlueDragon

This post was edited by BlueDragonGamer (2013-04-02 20:08, ago)

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#2 Posted at 2013-04-02 19:15        
     
Set waypoints and they will do Wat is on the waypoint


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#3 Posted at 2013-04-02 19:25        
     
# XpicGamerZ : Set waypoints and they will do Wat is on the waypoint

Who will do what? And what do I have to put in the waypoints to get what I want? Explain a bit more please, I'm new to the editor :D

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#4 Posted at 2013-04-02 19:41        
     
Ok these are the simple steps

______________________________________

1.open arma 2
2.open editor
3.choose a map
4.look in middle right it will say units triggers ect.
5.look for waypoint
6.go back to units & place a unit
7.go back to waypoints
8.click on that unit once and where u want them to go
9.select Type=move don't change anything here
10.press ok & preview & u will see the waypoint and u can change this in select type box just select Wat unit u want to do it


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#5 Posted at 2013-04-02 20:04        
     
# XpicGamerZ : Ok these are the simple steps

______________________________________

1.open arma 2
2.open editor
3.choose a map
4.look in middle right it will say units triggers ect.
5.look for waypoint
6.go back to units & place a unit
7.go back to waypoints
8.click on that unit once and where u want them to go
9.select Type=move don't change anything here
10.press ok & preview & u will see the waypoint and u can change this in select type box just select Wat unit u want to do it

I know how to place a waypoint and make a unit move... I think you did not understand what my problem is with the objective I want to create.
As it said in my first post:
"The problem is that I want the truck to launch the missile about 10 minutes after the mission starts. The launch of the nuke should cause the mission to fail."

Do you know what codes I'll have to put in the triggers so that the mission fails after 10 minutes because the truck launched the Scud?

BlueDragon

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#6 Posted at 2013-04-02 20:14        
     
U want the acid to launch it can't without being manual


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#7 Posted at 2013-04-02 20:27        
     
# XpicGamerZ : U want the acid to launch it can't without being manual

Huh? :D I want this Scud truck to launch it's missile.

But are you sure that it can't be launched by an AI? And if it's possible, can you connect it to a timer?

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#8 Posted at 2013-04-02 21:05        
     
Look it up with YouTube I don't think ai can
And thairs no timer


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#9 Posted at 2013-04-02 22:02        
     
# XpicGamerZ : Look it up with YouTube I don't think ai can
And thairs no timer

Ok I found something I believe.
You CAN make the Scud launch somehow, just take a look here.
Unfortunately I do not know where to put these codes. Is it just a code for the "On Act" box of a trigger? And what would be the Condition then?

And it seems like they could help this guy who had the exact same problem as I do at the moment. But they don't mention WHERE to put the codes from the first link, or am I just too dumb to find it? xP

However I still don't know how to time the trigger (or whatever launches the actual missile).

Can't anyone help me? Where are all the ArmA 2 Coding and Scripting experts? :D
I won't be able to sleep tonight if I don't find a solution lol.

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#10 Posted at 2013-04-03 00:05        
     
:p


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#11 Posted at 2013-04-05 20:27        
     
Can no one help?

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#12 Posted at 2013-04-05 21:32        
     
There is a link to another thread there where you can find the following:

W0lle;1666847:
This is for those who never had a Scud launcher in their game (or forgot how to operate them in scripts). :p
Erect the missile:
scud1 action ["scudLaunch",scud1]
Launch the missile:
scud1 action ["scudStart",scud1]
Launch is canceled:
scud1 action ["scudCancel",scud1]

scud1 is the name of the vehicle.


It takes approx. 10 seconds to erect the missile completely.

You can check the status of the Scud with the scudState command:
[INDENT] 0 - No activity
1 - Launch preparation
2 - Launch prepared
3 - Ignition
4 - Launched[/INDENT]


You can add this:
scud1 action ["scudLaunch",scud1]
to the init of the vehicle, or in the onactivation of a trigger. Or you can write a script with all that.

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#13 Posted at 2013-04-06 00:24        
     
create a trigger with: time == 600 and On Activation: scud1 action ["scudLaunch",scud1]

Then another Trigger with : time == 620 and On Activation: end1 or whatever it is


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#14 Posted at 2013-04-07 17:14        
     
Thanks guys! :D
This looks like it could really work!

Unfortunately I'm not at home atm so I will only be able to try it tomorrow evening.
I'll let you know if it worked though.

I really appreciate your help :)

BlueDragon

EDIT: And there would probably be another problem even If all this works. The truck is an enemy unit so all friendly units would try to destroy it if they were close, right?. For example I have three AH-10 choppers flying around and if one spots the base too early it will probably destroy the Scud truck.
The thing is I only want the objective to be completed by the player, so that he has to mark the target with his Laser Designator and then call the A-10 via Radio.

Is there any way to tell the friendly units NOT to touch the Scud truck at all and leave it to the player? (besides the A-10)
It would really suck if you start the mission and it ends after like 2 minutes because one of the helicopters flew over it and blew it up.

Added 7 hours 50 minutes later:

Okay I tried it out but the time == 600 thing seems not to work.
When I put "scud1 action ["scudSart",scud1]" in the Init of the vehicle it works, as soon as I spawn in the game the truck is launching the missile.
Somehow it's not working with triggers.
This is what I had for my triggers:
Trigger 1
Condition: time == 600
On Act: scud1 action ["scudLaunch",scud1]
Trigger 2
Condition: time == 620
On Act: scud1 action ["scudStart",scud1]
Trigger 3
Condition: time == 630
On Act: forceEnd

None of them will work, I have tried to set Condition to "this" and put the 600 in the three Countdown boxes (Min, Mid, Max) which didn't work either.
Even if I leave the time and just put "scud1 action ["scudLaunch",scud1]" in the On Act. box it won't work. It only works in the Init field of the actual vehicle.
Any idea why?
And I still have the problem I described above.

Ugh, if I could just be capable of scripting :D

This post was edited by BlueDragonGamer (2013-04-08 01:37, ago)

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#15 Posted at 2013-04-08 08:21        
     
May be a silly question, but did you wait 10 minutes?