OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: MACCO on 08 Oct 2003, 09:08:29
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HI!!!
i wonder how i can fix my triggers?.
i have four missionobjectives and these objectivse would be done before the mission is compleet. Now i wonder how i can set a big trigger to end the game WHEN all the other triggers in the mission is activated/mission is done.
And how can i set a trigger to activate when an object explode ex. oilrigg or a house. And how can i set a bigg trigger to activate when 7 empty planes exlpodes.
thnx for all answers
/macco
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Hey macco, your question is similar to this recent one ... look here: http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=13476 (http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=13476)
In short, you want to set up a variable at the completion of each trigger so you can link them later.
Trigger Name: TR1
Activation - whatever u want
On Activation: whatever u want ; TR1done = true (can call this whatever u want, but easy to remember this way.)
Trigger Name: TR2
Activation - whatever u want
On Activation: whatever u want ; TR2done = true
Trigger Name: TR3
Activation - whatever u want
On Activation: whatever u want ; TR3done = true
Trigger Name: WinTrigger (whatever)
Condition: TR1done AND TR2done AND TR3done
If you want to add something to Activation besides none present, you'll need to add this AND before the Tr1done .... part. ;)
Also , it is a good idea to set these variables as false in either your Init.sqs or an init line of any unit.
TR1done = false
TR2done = false
TR3done = false
etc. :)
For the planes , just name them and put this in the condition line of a trigger:
!(alive plane1) AND !(alive plane2) AND !(alive plane3) ....etc.
For the building ...gonna need its id ...dunno. :P
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Thanks for the information... I will try it... 8)