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Posts: 11
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Country: de
Location: Somewhere
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Age: 20
In-game name: DubstepYoAss

 
#1 Posted at 2013-04-02 20:59        
     
Hi all, I have another problem with triggers/codes/objectives :D

My mission is completely done, I just wanted to create a briefing but this is the issue I encountered:
Opfor is launching a surprise attack to conquer the US Base at Balota Airstrip and that is basically it.
The mission should end when all enemies were killed in action.
I don't have an objective set up, all I did was telling the player squad to seek and destroy in the area where the enemies are coming from. To end the mission, I just placed a trigger (axis a=3000 axis b=3000) in the middle of the airstrip and set it to "Opfor not present" and "On Act. forceEnd".

No big deal, worked fine.. Until I wanted to add a briefing. I watched a tutorial dealing with briefings but in the mission of the tutorial the objective was to destroy a vehicle, which is fairly easy to create. So the tutorial didn't help me because I don't know how to set up an objective in this case.

I guess it would work if I could just put a code "all enemies dead" in the condition box. I can't set up an objective when there's nothing in the condition box, because the objective doesn't use the options I pick with the drop down box "Activation" and stuff.

If there's not a code for "all enemies dead" I would be fine with not setting up an objective. I'd be happy if I could just create a Note for the briefing and write everything in there because I would only have one objective.
But I didn't know how to achieve that.
Just leaving out this part:
tskobj_1 = player createSimpleTask["Defend the Airstrip"];
tskobj_1 setSimpleTaskDescription ["Eliminate all enemy targets to complete the mission.", "Defend the Airstrip", "Airstrip"];

tskobj_1 setSimpleTaskDestination (getMarkerPos "Defend");
seems not to work, neither do I know what to put in the description.ext and init.sqf besides execVM "briefing.sqf";

Is there a way to leave out the briefing and just make the map open before the mission starts with only the tab "Notes" (because theoretically I wouldn't need any objectives for that) and 3-4 markers on the map. Then I just want to have to click continue and the mission starts.

Is there a way to do this?

Thanks in advance. :)

BlueDragon


EDIT: Or do I REALLY have to name every single enemy unit and put this in the condition box: (let's just say I name the units 001, 002, 003 and so on)
"!alive 001 && !alive 002 && alive 003 ..."
I think that's not even possible because I can't name the units that get out of a vehicle when the vehicle itself is destroyed (e.g. driver and gunner).
So that would mean that I can only name the vehicle they were in but when they get out the mission would still end even though there are some enemy units left.

OR is there a way to put them all in one huge group called "opfor" without needing a group leader for ALL of them?
So I could just do it something like this:
!alive opfor foreach unit group opfor
or anything like that :D Would make sense to me lol

This post was edited by BlueDragonGamer (2013-04-02 21:35, ago)

Give me yo FUCKIN beans n' shit!

Author Message


Posts: 11
Rank:


Level: Member

Country: de
Location: Somewhere
Occupation: Nothing
Age: 20
In-game name: DubstepYoAss

 
#2 Posted at 2013-04-04 02:03        
     
Really no solution for my problem? :/

Give me yo FUCKIN beans n' shit!

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Author Message


Posts: 11
Rank:


Level: Member

Country: de
Location: Somewhere
Occupation: Nothing
Age: 20
In-game name: DubstepYoAss

 
#3 Posted at 2013-04-07 17:16        
     
There just has to be a way to do it :D
Should I maybe post my problem to the script forums, since this seems like it would require more than just triggers and stuff.

Give me yo FUCKIN beans n' shit!