OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: SpecOpWarrior on 22 May 2003, 17:47:54
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1. I have an object named: cam1,
and a trigger named: Trigger1
If you step into Trigger 1, the alarm will go off.
I want it so when you shoot out cam1,
trigger1 becomes inactive.
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2. I have 10 objects around the map that need to be found. They are sorta like Shrines,
so I named them "Shrine1, Shrine2, Shrine3, ETC"
I placed a trigger near these 10 Shrines.
When you step into the trigger, I want the game to say :
(You have found 1 out of 10 Shrines)
and say you found 5, and you located the 6th Shrine, I want it to say
(you have found 6 out of the 10 Shrines)
How do I script the text so it reads how many Shrines you have found?
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3. Is it possible to put sound inside your briefing.HTML?
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1.
Trigger1
Activation box: as you like
Condition: this and (alive cam1)
If cam1 is not alive then the trigger will not fire. syntax not guaranteed - you may need to use getdammage rather than alive.
2. Try this. I'm making it up so you will proabbly have to play with it a bit.
In your init.sqs write:-
shrinesFound=0
Each shrine has a trigger:-
Activation box: player present
On Activation: shrinesFound=shrinesFound+1; hint format ["You have found %1 out of ten shrines",shrinesFound]
3. Yes, the commands are onBriefing ....
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Thanx Macuba :)
I will let you know if it all works ok in a few minutes...
One question for number 3.
Say I have an OGG file named lets say.. "talk"
What would it be? onBriefing "talk.ogg"
???
and where do I put the onBriefing text?
In the init.sqs, the description EXT, or the Briefing itself?
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Perfect, it works!
Thank you.
I am going to test out the onBriefing music stuff now that I see your currently Signed off the forums :)