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Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: hydro on 30 Aug 2002, 08:38:05

Title: Keeping Casualties, init and exit scripts
Post by: hydro on 30 Aug 2002, 08:38:05
I have 5 troops on mission1 of a campaign and i want them to stay dead if they get killed for mission 2 and so on.

If i give them all names and put 5map sized triggers down to detect when they are killed and write it to the script how do i set up the spawn in mission 2 to read from the init script that they are dead and set thier prob of presence to 0 ??

will this mean that they wont appear in the group section of the brief ?

how was it done in res ??

any help would be most appreciated.
Title: Re:Keeping Casualties, init and exit scripts
Post by: hydro on 30 Aug 2002, 08:48:38
#2     Any ideas where i can find the dePbo tool so i can tackle it myself ??  :joystick:
Title: Re:Keeping Casualties, init and exit scripts
Post by: Black_Feather on 30 Aug 2002, 09:04:57
name  them all and check if they are dead like you said, when they die make a variable true like this

man1dead = true

then in your exit.sqs save the variable

savevar "man1dead"

in the next mission place all the units as normal but in their condition of presence put man1dead
Title: Re:Keeping Casualties, init and exit scripts
Post by: LCD on 30 Aug 2002, 09:05:57
just use da savevar in da exit.sqs script like dat

4 da example im namin a soldier bob  ;D

make trig

trig
condition field : ! alive bob
on activision : alivebob = false

put in da init.sqs file of da mision (da same 1)

alivebob = true

put in da exit.sqs

savevar "alivebob"

nd in da next mision

put in his condition of presence

alivebob

LCD OUT

Title: Re:Keeping Casualties, init and exit scripts
Post by: LCD on 30 Aug 2002, 09:09:13
name  them all and check if they are dead like you said, when they die make a variable true like this

man1dead = true

then in your exit.sqs save the variable

savevar "man1dead"

in the next mission place all the units as normal but in their condition of presence put man1dead

dis is wrong way in dis case dey wil appear only if dey died in da last mision  ::)

LCD OUT
Title: Re:Keeping Casualties, init and exit scripts
Post by: Black_Feather on 30 Aug 2002, 09:11:45
 :-[ lol I got it the wrong way round
Title: Re:Keeping Casualties, init and exit scripts
Post by: LCD on 30 Aug 2002, 09:18:12
LOL ;D :D

LCD OUT
Title: Re:Keeping Casualties, init and exit scripts
Post by: hydro on 30 Aug 2002, 11:54:34
almost there,
the guys aren't appearing in preview or campaign mode, the init.sqs has:
man2lives = true
man3lives = true
etc etc

and condition of presence:
man2lives
man3lives
etc etc

but i cant seem to get em to spawn, does the init.sqs need to be triggered from some place ?? or is it syntax, am i missing a bunch of ;'s or ""'s ? do i have to have any other text in my init.sqs?

however the triggers do notice the ppl getting killed, thx for that.

one more thing guys, tho i havent reached it yet, Where should the exit.sqs be triggered or is it automatic on mission end?

//Sorry for all these Q's, I'm trying to think of all possible reasons  :-[ thx for your help.
Title: Re:Keeping Casualties, init and exit scripts
Post by: hydro on 30 Aug 2002, 13:39:36
Oh wait found it
"nd in da next mision"
had the condition of presence filled in for the first mission
hehe they werent spawning cos there Var wasnt initialised at the start.

Phew, Thanks a bundle guys.
Title: Re:Keeping Casualties, init and exit scripts
Post by: LCD on 30 Aug 2002, 14:06:40
if it works "solve" da topic  ;)  ;D

LCD OUT
Title: Re:Keeping Casualties, init and exit scripts
Post by: KTottE on 30 Aug 2002, 14:09:52
Thanks for reminding the fellas LCD ;D
Title: Re:Keeping Casualties, init and exit scripts
Post by: LCD on 30 Aug 2002, 14:15:48
always ready 2 help da Mods  ;)  ;D

LCD OUT
Title: Re:Keeping Casualties, init and exit scripts
Post by: Che Guevara on 31 Aug 2002, 06:16:20
Go to    http://www.theavonlady.org/theofpfaq/     and perform a search on DePBO  You will be redirected to a download page that has four great editing tools.
Title: Re:Keeping Casualties, init and exit scripts
Post by: hydro on 01 Sep 2002, 07:51:13
um Sorry im new, how do i solve this thread ??

Game Over !
Problem Blitzed !
Topic Solved !
Answers Guaranteed !
Discussion Terminated !

these do ??

I think i need a tutorial on solving threads :-[