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Posted

Can someone tell how can I get CAS missions in the mission editor? Imagine I create 3 groups of enemies. They are all invisible, but after a certain amount of time, one appears (one different group every time I play the mission). I get a text message indicating the area where the enemy appear and a smoke column near the enemies (simulating FAC). Once I kill those enemies, after a small while, another group appears, I got the text message and the smoke column and process repeat until I kill the 3 groups. Then I got a text saying mission acomplished.

 

How can I do that? Or already this mission exist, so I can see how it works?

I don't understand anything in russian except Davai Davai!

Posted

It is pretty straight forward.

 

Create 3 groups. Tick the "late activation" box for all of them.

 

 

Place a trigger zone over the target area.

Place additional trigger zones where you want the smoke to pop for each group.

 

Go to the triggers and create the following:

 

Once> Part of group (player) in zone (target area) > Flag 1 On

 

 

Once> Time since Flag 1 is 60 seconds && Random 10% > Flag 1 off, Group Activate ('Group 1') && Message && Smoke on Zone

Once> Time since Flag 1 is 60 seconds && Random 10% > Flag 1 off, Group Activate ('Group 2') && Message && Smoke on Zone

Once> Time since Flag 1 is 60 seconds && Random 10% > Flag 1 off, Group Activate ('Group 3') && Message && Smoke on Zone

 

 

Once> Group 1 Is Dead > Flag 1 On

Once> Group 2 Is Dead > Flag 1 On

Once> Group 3 Is Dead > Flag 1 On

 

Once> Group 1 is Dead && Group 2 is Dead && Group 3 is dead> Message('Good job!)

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

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Posted

What is the idea behind Random 10%, is it like a low probability which may not activate group at all? Random 1%?

I know the human being and fish can coexist peacefully.

Posted

If you have a Once trigger with a random x% condition, unless it is 0%, it will eventually be evaluated as true. The percentage does effect how long it might take for it to evaluate true as it is checked every second. It also helps prevent multiple random conditions becoming true at the same time. Random 1% will simply take more time for it to become true, which is a pretty useful function.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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