OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Mr.BoDean on 19 Jun 2003, 10:13:25

Title: Combined End Triggers
Post by: Mr.BoDean on 19 Jun 2003, 10:13:25
What is the best way to make sure the mission ends if and when all of the Objectives have been achieved?

I'm assuming you would set up your last trigger however you want and add the parameters in the condition field.
I'd want to include some dead vehicles and 2 other triggers to be true.

Something like this? :
 
Condition:
!(alive Shilka1) AND !(alive Shilka2) AND Trig1= true AND Trig2=True

???    :hmm: Thanks
Title: Re:Combined End Triggers
Post by: LCD on 19 Jun 2003, 10:25:03
not exactly - probs w/ syntax agains :P

Code: [Select]
!(alive Shilka1) AND !(alive Shilka2) AND Trig1 AND Trig2

now dat ^ wil work ;D

wen checkin if vari is true u put da name of da vari not vari = true ;D ;)

LCD OUT
Title: Re:Combined End Triggers
Post by: Mr.BoDean on 19 Jun 2003, 12:59:24
not exactly - probs w/ syntax agains :P

Code: [Select]
!(alive Shilka1) AND !(alive Shilka2) AND Trig1 AND Trig2

now dat ^ wil work ;D

wen checkin if vari is true u put da name of da vari not vari = true ;D ;)

LCD OUT

Yup, I'm a regular syntax slackard, LCD  :-X
So thanx for learnin' me my fetchins!  :-*

Ok, so if just putting the name of the variable in a condition is checking if it's true , what would you put if you wanted one of those trigs to be false?   ... and !(Trig1)   ?

Also, I can't seem to get it to end right, even when all factors are satisfied.

i.e.,  Vehicle-present trig with type END1 and
 
Condition of :
this and !(alive Shilka1) and !(alive Shilka2)

and On Activation:
"2" ObjStatus "DONE"

The Objective gets checked, But no End comes along. I've also tried :
End1 , EndMission1 and ForceEnd but no luck.  
Title: Re:Combined End Triggers
Post by: deaddog on 19 Jun 2003, 15:14:14
I may be mistaken but I think to get an end trigger to work right, you also have to have your briefing.htm file setup correctly.  That's all in the debrief section.

And you are right about the !Trig part.
Title: Re:Combined End Triggers
Post by: LCD on 19 Jun 2003, 15:18:53
yeah ur right ;D - i think u need 2 make sure dat u dont have noder end1 triger ;D

or mebe try puting it in oder triger ?

LCD OUT
Title: Re:Combined End Triggers
Post by: Mr.BoDean on 19 Jun 2003, 15:22:26
Ah Good Point, DeadDog. I do indeed have my briefing.html file in there, equipped with 4 different endings. Still lost.

BTW, can u re-look at my other thread u helped on before ...

http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=10558 (http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=10558)


K,thx   ;)   :D
Title: Re:Combined End Triggers
Post by: Mr.BoDean on 20 Jun 2003, 14:28:00
Ok, figured this one out .... Yes, I had 3 END#1 triggers
AND it seems ALL of my endings in my Briefing.html (created with Chris's OFP tool) were named END1  !!  LOL

I also put in End1 = true in the On Activation slot .  :afro:
Title: Re:Combined End Triggers
Post by: LCD on 20 Jun 2003, 18:19:08
problem solved ?

or i mised somin ? ;D

LCD OUT
Title: Re:Combined End Triggers
Post by: Mr.BoDean on 21 Jun 2003, 09:13:59
problem solved ?

or i mised somin ? ;D

LCD OUT

Well, I was gonna, except that I am now getting errors on some of the End Trigs I made that combined Dead vehicles with already-activated triggers , so may need some more advice after further testing.  :-\    :-X
Title: Re:Combined End Triggers
Post by: Mr.BoDean on 21 Jun 2003, 10:58:03
Hmm, well like I was saying , still having problems with combos here.  :-\

This works fine:
Code: [Select]
this and !(alive P2) and !(alive P3) and !(alive P4) and !(alive P5)
And if I add something like this, it works , too:
Code: [Select]
this and !(alive P2) and !(alive P3) and !(alive P4) and !(alive P5) and (!(alive Ural1) OR !(canmove Ural1))
BUT if I try to add a Trigger name on the end, I get an error message. I've tried adding:
and U1D (trigger name for Ural1 Dead))

and (U1D)

AND U1D

and ?(U1D)


All came up with errors.   :-X  So without putting in a specific vehicle or unit in there, I can't seem to attach a whole Trigger's satisfied conditions to the condition of my END Trigger.   :hmm:


(I'm using 1.46 , BTW)
Title: Re:Combined End Triggers
Post by: LCD on 21 Jun 2003, 13:15:25
dont sue not alive or not canmove - wen da ural isdead it cant move :P so it wl b

Code: [Select]
this and !(alive P2) and !(alive P3) and !(alive P4) and !(alive P5) and !(canmove Ural1)
shud wrk ;D

LCD OUT
Title: Re:Combined End Triggers
Post by: Mr.BoDean on 22 Jun 2003, 06:09:19
dont sue not alive or not canmove - wen da ural isdead it cant move :P so it wl b

Code: [Select]
this and !(alive P2) and !(alive P3) and !(alive P4) and !(alive P5) and !(canmove Ural1)
shud wrk ;D

LCD OUT

Ok, LCD , that makes sense, thanks. However , that's not really the problem. It's the adding of ANY trigger names to the condition list that it just doesn't like. :P   :-\


i.e. :
Condition : this and Trig1

or : this and !(alive P1) and !(alive P2) and AT
(AT = Name of trigger-Arudy taken)

I get errors on both. Am I missing something ...like in how I'm NAMING my triggers or something?   :-X
Title: Re:Combined End Triggers
Post by: Mr.BoDean on 22 Jun 2003, 08:43:30
Okay, OKAY! Hallepalooza! I've got it now. Found this in an obscure corner of an editing tute and adapted it to work for me. Maybe you guys already knew this , but I just assumed when a trigger had been activated, it was considered true or "done" . But no, you gotta tell the game!    :-X  ;)

So for any of you wanting to "link" triggers for whatever purpose, do the following:

Name your trigger - TRIG1
Set your parameters (West/East activation , Condition and On Activation, etc.)
Then add this to the ON ACTIVATION field:
TRIG1done=true

Then, when you want to use it in the CONDITION field of your END trigger (or whatever), add:
TRIG1done

i.e.,:
CONDITION: this and !(alive P1) and !(alive P2) and TRIG1done

Works Great now!   :D   :afro:
Well, mostly ..... I thought the triggers would differentiate between All Players Dead and All Players Dead after having achieved an Objective or two. But alas, it ignores the fact that the objectives were achieved and just goes to the FAILED MISSION ending when all players are dead.  :-\

i.e.,
END1
Condition: TRIG1done and TRIG2done and TRIG3done
Result: Mission Accomplished! (All objectives successful.)

END2
Condition: !(alive P1) and !(alive P2) and !(alive P3)
Result: Mission Failed (All Died, NO  Objectives met)

END3
Condition: !(alive P1) and !(alive P2) and !(alive P3) and TRIG1done and TRIG2done
     Desired Result: An alternate ending (Good Try!) since 2 Objectives were reached.
     Actual Result: The Game ignores the accomplished objectives , just sees all as being dead and proclaims Mission Failed ending instead.  

That means I can only have a WIN or LOSE Ending and not the alternate choice? Of course , there's always the objective list, I guess.  :P  :hmm:


And yes, LCD I will come back and "Solve" this one just for you.  ;D          :wave:
Title: Re:Combined End Triggers
Post by: LCD on 22 Jun 2003, 12:21:55
yep well known thingy :P ;)

Quote
Condition: !(alive P1) and !(alive P2) and !(alive P3)
Result: Mission Failed (All Died, NO  Objectives met)

put dere

and not TRIG1done and not TRIG2done

;D - but make sure u set both varies 2 false in da init.sqs (or in da initfield of som unit)

LCD OUT

Title: Re:Combined End Triggers
Post by: Mr.BoDean on 23 Jun 2003, 06:05:29
yep well known thingy :P ;)put dere

and not TRIG1done and not TRIG2done

;D - but make sure u set both varies 2 false in da init.sqs (or in da initfield of som unit)

LCD OUT



Uh, hmm, can you clarify that for me, LCD?

You're saying YES, there are only 2 all-or-nothing possibilities here ... Win Or Lose  ?? Or did I miss something?

And what do you mean with the "not Trig1done and not Trig2done" part and where are you saying to put that?
 :P

Also, should I be using the "Loose" ending instead of just the different End#'s ?
Title: Re:Combined End Triggers
Post by: LCD on 23 Jun 2003, 12:51:36
Quote
You're saying YES, there are only 2 all-or-nothing possibilities here ... Win Or Lose  ?? Or did I miss something?

nah :P was talikin bout da oder thingy

Quote
Okay, OKAY! Hallepalooza! I've got it now. Found this in an obscure corner of an editing tute and adapted it to work for me. Maybe you guys already knew this , but I just assumed when a trigger had been activated, it was considered true or "done" . But no, you gotta tell the game!  

:P

Quote
And what do you mean with the "not Trig1done and not Trig2done" part and where are you saying to put that?

just in da condition field of mission failed triger

Quote
END2
Condition: !(alive P1) and !(alive P2) and !(alive P3)
Result: Mission Failed (All Died, NO  Objectives met)

it shud b

END2
Condition: !(alive P1) and !(alive P2) and !(alive P3) and not Trig1done and not Trig2done
Result: Mission Failed (All Died, NO  Objectives met)

jsut remember 2 put

Trig1done = false
Trig2done = false

somwere in ur init.sqs or units init

Quote
Also, should I be using the "Loose" ending instead of just the different End#'s ?

da loose wil get da game 2 play lose outro while da end (all of em) wil play da win outro - so its just ur choice

LCD OUT
Title: Re:Combined End Triggers
Post by: Mr.BoDean on 24 Jun 2003, 00:36:01
Ahhh .....OKAY!  Now I get it.   :o  Seems like I'll have to be more creative since I only have 6 endings .  :-X


As long as people read and follow the Mission Plan, I'll be okay.  ::)


K,LCD ,  Thanky Very Muchy!   ;D