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Author Topic: problems with Scud Launch  (Read 1565 times)

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DarkCell

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Re:problems with Scud Launch
« Reply #15 on: 23 Aug 2004, 19:11:35 »
lol No I'm not that frustrated  :P

the only thing is this mission is almost complete and this is the only problem that is holding it up  :(

I know you people trying to help me maybe I am doing some noob thing or whatever :P

well this is what I changed to Trigger 2 and 3


Trigger 2 : Launches the scud (mission failed)

activation: vihicle
condition: this and alive scud1
on activation: scud1 action ["SCUD start"]


Trigger 3: Mission failed

type: end2
condition: (scudState scud1 >= 4) and alive scud1
on activation: "1" objStatus "failed"


I did 1 of the 2 things you said and I took them both at the same time

so I did 3 things but it still would'nt work

it's like Nothing can stop Trigger 2 from counting down  :-\





I grouped all the triggers to the scud is that good?
or chould some triggers not be grouped?




Offline macguba

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Re:problems with Scud Launch
« Reply #16 on: 23 Aug 2004, 20:36:53 »
The triggers should NOT be grouped to the scud.  Or anything else.   Why didn't you tell us that in your first post?   You MUST tell us what is going on.

I still don't understand what you have done.    What is "vihicle"?   Tell us more about what happens in the mission.

Does the scud launch?   When?

What happens after the scud launches?

What happens if you destroy the scud before it launches?

What happens if you destroy the scud after it launches?


There is no way to stop the countdown trigger from counting down.   However, that doesn't matter.   What matters is what happens when the countdown is complete.




Plenty of reviewed ArmA missions for you to play

DarkCell

  • Guest
Re:problems with Scud Launch
« Reply #17 on: 23 Aug 2004, 20:51:08 »
Vihicle = Vehicle I typed it wrong  


But the Scud launches when the time is up
and then the mission is failed offcourse and the mission ends Like supposed to be.

But when I destroy the scud the mission still will fail becease the triggers can't see that the scud is not alive anymore :-/
 
In effects I added the tekst : MISSION FAILED
when the scud launches and even when the scud is destroyed within the time it say's MISSION FAILED  :-\

in Trigger 4 I added effects to when scud is destroyed I added the tekst : GOOD JOB
but I don't see that tekst coming
So I guess Trigger 4 won't go off when scud is destroyed  ???


So you know what I mean?
something has to Detect that Scud is DEAD not alive anymore and stop trigger 2 from ending the game!
but it won't work   :'( :'( :'(

Offline Planck

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Re:problems with Scud Launch
« Reply #18 on: 23 Aug 2004, 21:09:17 »
Activation = Vehicle is wrong.

This is because you have the triggers grouped to the scud.

Otherwise you wouldn't get this.


Planck
I know a little about a lot, and a lot about a little.

Dagon

  • Guest
Re:problems with Scud Launch
« Reply #19 on: 24 Aug 2004, 05:59:59 »
I'm going to upload an example of how to do a SCUD mission... assuming  I can do one. That way, you can copy it for your own mission.

Dagon

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Re:problems with Scud Launch
« Reply #20 on: 24 Aug 2004, 07:50:30 »
take this link:

www.freewebs.com/kroth/Scud%20Launch%20Countdown.zip

in the zip file is 2 forms of the SCUD trigger script - one is in a mission-like format, the other is just the plain SCUD script. Timer is set low on the plain one since it's mostly for testing. There's three triggers involved, but that shouldn't be much of a problem.

What triggers do:

One trigger will prepare the missile after 120 seconds.

One trigger will test that the missile is still alive before it fires (Note: This tends to be buggy at higher times. For this reason, I've set it to go off 10 seconds before the missile fires. Try to test it and find the closest you can get to 180 seconds and still have the missile go off - otherwise you might still lose the mission afterwards.

One trigger will fire the missile; assuming the aforementioned alive test is passed.

I'll leave the file hosted for a week or so.