OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Kalkin on 24 Jul 2004, 06:01:37

Title: Bridge bombing mission
Post by: Kalkin on 24 Jul 2004, 06:01:37
I'm making a mission on Trinity where one of the objectives is to destroy Helm's Bridge (one section is fine).  How can I tell the game that the bridge has been destroyed so it knows when to change the objstatus to done?
Title: Re:Bridge bombing mission
Post by: Peter_Bullet on 24 Jul 2004, 08:13:34
You probably don't mean La trinity, 'cause there aren't bridges on Malden ;)

It is simple on a condition line write:

not (alive x)

You probably new this ;) Well on the place of x you write the unit name. If you use island objects (I'm not sure of this, I read this from FDF website long ago...)

write the object ID like: not (alive 30375)
or then you write object+ID: (alive object3425)
or something like that... ;)

You can see ID's by checking the box "Show ID's" in the editor. The ID's change everytime you change the objects on the island, so, it must be finished before you can make ID based missions ;)
Title: Re:Bridge bombing mission
Post by: Plane on 24 Jul 2004, 09:09:24
You may use a trigger to do this ;D
If you want something to happen when a object is destroy
 :gunman:
Type "getdammage (object x) >= 1" in the condition feild
"x" is the object ID number
 :cheers:

The Resistance compaign level 15 "Fireworks" use this trigger
Title: Re:Bridge bombing mission
Post by: Kalkin on 25 Jul 2004, 04:59:05
Good enough. Thanks, i didn't know about the ID numbers but I knew well wnough how to work with triggers to tell when something was dead.

 (and i DO mean Trinity Island, not anything on Malden  :P)

Thanks guys!!