OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Burn on 05 Jun 2003, 00:33:43
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Hi ya'll :wave:... Now I hawe just a small request, could some able scripter help me make a script that would function almost like a west detected by resistance trigger. I would want so that when, me or anyone of my team(WEST) is detected by any resistance members, a variable would be set TRUE. If someone could be so generous and help me with this, it would spare me of hawing to make a giant trigger that generates loads of lag...(I think :-\ ;D) :help:
Anyways... THANKS ALOT in advance!!! :cheers: :wave:
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ermmm... u could use the knowsabout command.... but a huge trigger wont cause lag... in that role...
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howsabout simply USING such a trigger, and let it cover the whole frikkin map :D ;D
(set axis A & B to 3500 or alike)
then just put the code in the OnActivation field.
won't cause ya any lag, pal :thumbsup: trust me!
*beaten by mezzy* ::) ;D
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det ses sadan ;)
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Ok first of... :wow:WOW :wow:... ;D that was some fast replying... thanx :D. Ok I'll trust u guys. I'll just put out the friggin' giant trigger then ;D... but I bet It'll LAG :P
Thanx... :D
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thing is... to do it another way would be:
2 huge triggers - one detecting res, one west.
each has onactivation: thislist = restside / thislist = eastside
then a smalls cript to see if any units from resside (the list of res units) knows about the westside (the list of west units)
this means more triggers, a script for the mission to process etc... that will cause u more lag if any ::)
trust me... huge triggers cause no lag for what u want them to do - me n tomby have been here too long... u can trust us :thumbsup:
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:-[Heh ;)... Ok I'm convinced, sorry for being such a sceptic at first :P...
But you'll just hawe to forgive my n00b attitude... I m just trying to make as little lag as possible on this level I'm working on... Starting to get a little paranoid when it comes to waypoints, triggers n' such things...
Well thanks again... :thumbsup: :toocool:
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:D a lil' tip, matey:
if ya don't know about it yet - learn to "createUnit" and such stuff :)
THAT is what REALLY keep the laggy missions off yer comp' back home!
You can create a single gameLogic and give it WP's, and then delete it right from start, replacing it with created groups... and those men will then follow the WP's that you made for the logic 8) :) (well, a very short introduction, granted).
In short, enemy groups won't appear on the map untill YOU hit a trigger (get near the place of supposed action etc.)
This way, ya don't need to create 10.000 groups in the editor (men and their orders is what causes most lag, as far as I know).
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:PIs there a tute on "createUnit" somewhere here at ofpec, I bet there is but I hawe not been able to find one :-[...
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Tomb is basically right, though if you createunit a lot of stuff at once you can get a seriously impressive lag hit: the mission practically stops dead.
I wrote down a few tips on reducing lag. (http://www.ofpec.com/editors/resource_view.php?id=512) However, don't get paranoid about triggers and waypoints - they are often the best way of doing things. The real secret is to use things - be they loons, vehicles, triggers, waypoints, whatever - well.
Edit: combine Tomb's post and the entry in the online command ref and that's pretty much all you need to know about createUnit. ;)
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Once again the friendly people at ofpec saves the day :D
:wow:Thanks alot... :thumbsup:
Untill next time... See ya :wave:
:cheers: :joystick: