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#1 Posted at 2007-06-19 15:46        
     
Hi all, I saw a mission where the four objectives where to blow bridges.

So how can you use objects Id to see if bridge 1 is still alive...

And what do building Id are for in the game ???

Thx

This post was edited by Foxhound (2007-10-06 18:41, ago)

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#2 Posted at 2007-06-19 15:55        
     
Turn on ID's in the editor and zoom it to the place tyou want the ID of.

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#3 Posted at 2007-06-19 16:28        
     
Have a look here:
http://www.armaholic.com/forums.php?m=posts&p=6009#6009

That way you can check the state of the object (ID) and make an objective out of it :thumb

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#4 Posted at 2007-06-20 00:04        
     
Yeah I know about the Show / Hide Ids in the mission editor, but Is there a way to like:

Condition
Not Alive ID386359

On Activation
"1" objstatus "done"; hint "Objectif Completed"; obj1=true

Can It be simple like this, with just a trigger.. ??

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#5 Posted at 2007-06-20 06:28        
     
Did you actually read that post I was linking to?

Place a gamelogic nearby or on the object you want to check. In the initline of the logic type
ID486359=position this nearestObject 486359


With the variable ID486359 you now can check the status of the object. Like this:

getDammage ID486359 > 0


Since arma you can NOT refer to objects like how you want anymore (as how it was in flashpoint).

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#6 Posted at 2007-06-20 15:09        
     
Yeah I did read your first reply Foxhound, but I just wanted to know If there was another way to do It.

Thx for answering.

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#7 Posted at 2007-06-20 16:19        
     
*-HWS-*SubZero : Yeah I did read your first reply Foxhound, but I just wanted to know If there was another way to do It.

Thx for answering.


To check if a mapobject was destroyed with just a trigger this is the only way AFAIK. I guess you can get the result setup in different ways but the result and the "way" will always be something like this.

In OFP you could indeed just check an ID damagelevel or status directly (in one trigger), in arma it requires a bit more.
But in my opion this isnt that much of extra work, you just put 1 gamelogic and 1 trigger.........instead of 1 trigger in OFP.

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#8 Posted at 2007-06-20 23:28        
     
Yeah thx for Info, It's not that It's a lot more job, but when ur use to something, you keep doin It, like a reflex or something...

Your solution works great Foxhound, but why the hell..

getDammage ID441613 > 1

..does not make the objective completed, when I think from what I understand that 1 egal 100% destroyed and when you insert It like this..

getDammage ID441613 > 0.999999

This make the objective completed...

What about the .01 that make It not completed or completed for an objective..


Even whit the command:

this SetDammage 1

I still have problem testing variable, so I got to use the In game build In health status slide bar...

Got any Ideas ???

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#9 Posted at 2007-06-21 06:28        
     
*-HWS-*SubZero : Yeah thx for Info, It's not that It's a lot more job, but when ur use to something, you keep doin It, like a reflex or something...

Yeah, I know what you mean ;)


*-HWS-*SubZero :
getDammage ID441613 > 1

Sorry, that is an error on my part. The code ride now requires the damage to be bigger than 1 ( > 1 ), and that offcourse cant be.
So instead you should use
getDammage ID441613 >= 1

But checking if damage is bigger than 0.99999 like you tried works perfectly as well and wont ever cause a problem if you need to know wether or not an object has been destroyed.

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#10 Posted at 2007-10-06 11:58        
     
a newbie question guys:blush
I want a couple of ingame buildings to be objectives for a spec ops team to destroy.
i got the building ID part then you totally lost me with the rest?
Any chance of some help?
I need a REALLY SIMPLE explanation as i am totally new to this....
i've had some luck on other topics i got stuck with but i kinda want my missions to be a bit more now than just go there...kill all...leave endex!
i guess thats how it gets a hold of you......;)


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#11 Posted at 2007-10-06 12:32        
     
Ok, no problem. But tell us what exactly you dont understand of all the above info. Cause how to make a building an objective and check its state is all explained above as far as I can tell.
Be a bit more specific where you are stuck and we can guide you ;)

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#12 Posted at 2007-10-06 12:56        
     
Foxhound :
[quote]Place a gamelogic nearby or on the object you want to check. In the initline of the logic type

ID486359=position this nearestObject 486359


With the variable ID486359 you now can check the status of the object. Like this:

getDammage ID486359 > 0
[/quote]

Right first where do you check this?
getDammage ID486359 > 0

Also i must confess i am stick with how to end the mission with the triggers.....
:blush

I am searching the forums as i reply to this but had no luck so far
:con


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#13 Posted at 2007-10-06 16:46        
     
Ignore my last post please as i have found a tut that i actually understand to some extent:blush
Just about all the others i have read tend to lose me with all the OFPEC speach etc..
I couldnt figure out how the end of a mission was braught about by a set peice but i managed through trial and error to get a simple trigger sorted with the End #1 etc... :blush:blush:blush
I must say thank you for all your patience with this newbie;)
And once i get my map sorted if anybody wants a look they are free to e-mail me and i will forward it:D


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#14 Posted at 2007-10-06 17:09        
     
getDammage ID486359 > 0

Just make a trigger, activation to none.
Condition: getDammage ID486359 > 0
onactivation: what ever you want

To see the id's enable the ID's in your editor screen (small button lower right) and zoom in on your map to read object id's ;)



Getting into mission editing seems pretty steep at the beginning. But as soon as you understand how one thing works you will understand the rest more easily cause it just starts to make sense.
And
Like you told, trail and error gives a good experience with things.

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#15 Posted at 2009-03-15 17:51        
     
I have a problem with getting an objective complete on destroying a building. With the help of this thread I fixed other problems and made "unit destroyed" objectives show, but no luck with the buildings.

Here is what i did;

I put a flag,

game logic (on the building)
set for once
type "none"
condition "this"
activation "ID302306=position this nearestObject 302306".

I then put a second trigger,
game logic
repeatedly
type "none"
condition "getDammage ID302306 > 0.999999", activation ""1" objstatus "done"; OBJ_1 = true".

So far, no luck in making it work. I am a total grade A noob with ArmA, but have learned more in one day from this forum than 3 weeks of reading manuals (Mr Murry and editor manual). Any help would be greatly appreciated. It is so great to have a community like this, that doesnt mind helping out noob's like me that get stuck on the really simple things.

This post was edited by FADM Stern GNSF (2009-03-16 20:12, ago)