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<Guest>
Posted
I know im not done or that far but i just want to know if it looks right so far.

Group:
Comment:
player platoon
Trigger Event:
The simulation is starting.
Responses:
Set Player Platoon to (The player-controlled platoon).

Group:
Comment:
contact tanks
Trigger Event:
A member of Player Platoon is within 0 meter(s) of Contact Tanks.
Responses:
Mark Objective 2 complete in the objective list.
Activate Gas Tank Hit....
Activate Gas tank reaction.
Set big fire at tank starts to expire in 4 second(s).
Set wait for tanks to come to expire in 60 second(s).

Group:
Comment:
Hide Friendly Tanks
Trigger Event:
The simulation is starting.
Responses:
Hide Friendly Bradly from the game world.
Hide Friendly Bradly 2 from the game world.
Hide Friendly Howitzer from the game world.

Group:
Comment:
Friendly Howitzer random counter # 1 (blows up tree how)
Trigger Event:
Friendly Howitzer is within 3 meter(s) of Friendly how blows up tree how.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of Friendly Howitzer) is equal to 1).
Cancel execution of any plan assigned to Friendly Howitzer.
Assign Friendly Howitzer #1 to Friendly Howitzer and execute.
Prevent this block from being reactivated.

Group:
Comment:
wait for tanks (show tanks)
Trigger Event:
wait for tanks to come has expired.
Responses:
Make Friendly Howitzer visible to the game world.
Make Friendly Bradly visible to the game world.
Make Friendly Bradly 2 visible to the game world.

Group:
Comment:
Start the fire at gas pump
Trigger Event:
big fire at tank starts has expired.
Responses:
Activate gas fire 1.
Activate gas fire 2.
Activate gas fire 3.
Activate gas fire 4.
Activate gas fire 5.
Activate gas fire 6.
Activate Sparks tank.

Group:
Comment:
Prisoners
Trigger Event:
The simulation is starting.
Responses:
Set all members of prisoners to hostage behavior.

Group:
Comment:
greg yeager paniced
Trigger Event:
The simulation is starting.
Responses:
Force Greg Yeager to flee.

Group:
Comment:
Kill yeager counter random counter
Trigger Event:
The simulation is starting.
Responses:
Set kill yeager counter to (A random integer between 1 and 5).

Group:
Comment:
Kill Yeager
Trigger Event:
A member of Player Platoon is within 3 meter(s) of Excute Yeager?.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of kill yeager counter) is equal to 5).
Cancel hostage behavior for Greg Yeager.
Prevent this block from being reactivated.

Group:
Comment:
dont kill yeager
Trigger Event:
A member of Player Platoon is within 3 meter(s) of Excute Yeager?.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of kill yeager counter) is less than or equal to 4).

Group:
Comment:
Friednly Howitzer random counter
Trigger Event:
The simulation is starting.
Responses:
Set Friendly Howitzer to (A random integer between 1 and 10).

Group:
Comment:
Friendly Howitzer random counter #2 (guy blows up tank)
Trigger Event:
Friendly Howitzer is within 3 meter(s) of Guy blows up friendly howitzer zone.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of Friendly Howitzer) is equal to 2).
Cancel execution of any plan assigned to Blows up friendly howitzer.
Assign Guy blows up friendly howitzer plan to Blows up friendly howitzer and execute.
Prevent this block from being reactivated.



celljer12345

Talk less, Kill more!!

My code of honor: I will never shoot you in the back unless your back is towards me.
 
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<Guest>
Posted
Looks fine to me.

If you're asking for people to look at it for you, I'm guessing you're new to this. If so, I'm very impressed. There's some reasonably advanced stuff in there for a beginner...

Just a couple of thoughts:

1 - You have several startup scriptblocks (ones where the trigger is "the simulation is starting") - I lost count after five or six. You do know that you group them all into one block, don't you?? It'll work your way, but it's neater and better programming practice to put them all into one. Also, the scripting will run faster, as the engine only has to run one block at startup rather than half a dozen.

2 - Although there's nothing wrong with it per se, I can't help wondering what the point of your "don't kill Yeager" block is. The trigger is fine, and you've used block preserver and ContinueIf correctly (and it ties in with the "kill Yeager" block), but then you have no actual responses to execute?

Other than that, everything should work assuming you've set up the zones, timers, counter etc correctly. Have you tried it? The easiest way to test it is to go into the game and play it to make sure it doesn't crash (which this shouldn't), and that everyone is doing what you expect them to be - which doesn't always happen! If you want to test it a little quicker, I use the invisibility and invincibility cheats when testing my scripting. Otherwise you have to play the mission properly, which is fine, but a bit tiresome when all you want to do is test your new end trigger!
 
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<Guest>
Posted
im like a half starter im trying to use this forum more because i think people are getting tired of me on the other one im on.

i did test my mission my problem is my tank goes pass the first zone witch would if thew radom counter is equal to what ever number a enemy is to blow it up nothing happened. (random counter didnt choose that number o well)

than the tank triggered the second zone and the tank stoped (i planed it to. Than i waited for 5 mins and nothing happened the tank blow up or blow anything up. witch i have it planed.

i just learned that i need to put all the start up in one block. lol

dont kill yeager is u sneak up on the enemy soilder and have the chance to kill him he is about to execute yeager a friendly un soilder.

celljer12345

Talk less, Kill more!!

My code of honor: I will never shoot you in the back unless your back is towards me.



Message Edited on 10/07/03 10:21PM by celljer12345
 
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