OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Black Fox on 24 Jun 2003, 02:42:30
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Another question-
How can I set up my mission so that it ends (in failure, incidentally) if the bridge on Nogova is destroyed? I know how to set up objectives- the problem I face is working out how to make the bridge's destruction the trigger.
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use da object command ;D
wen u press da ID boton it starts showing da IDs of every object nd wen u wanna check nythin bout dat object u do
(object num)
num is da number u got
so it wud b somin like
getdammage (object num) >= 1
LCD OUT
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All right, I'll give that a shot.
Incidentally, I know it takes 3 satchel charges to crack the bridge- will destroying six BMPs on it do enough colatteral damage to destroy the bridge? I ask in case anyone's tried it.
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Nope, A BMP when exploding creates the power of a hand grenade going off.
In other words, if it takes 2 hand grenades to detroy a car, it will take about a thousand to destory a bridge.
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But it might look more realistic, when destroying those six bmps's + (object num) setdammage 1 than only using
(object num) setdammage 1
(*hint* can you already find the answer?)
;)
~S~ CD
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Yeah, I see what you mean. I don't think I'll worry overly much about the bridge after all- if it goes, the mission fails, but I don't want to make the bridge unrealistically frail, either.
The mission is quite fun. I've set it up late at night with a fair bit of fog, and watching the BMPs cross the water in their amphibious mode once the bridge gets blocked is really cool. If I'm really thrilled with it, I'll put it in the beta testing forum, but it's not that great really.