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<Guest>
Posted
Ok..I have 4 objectives in the mission. But the mission always ends before the 4th objective is complete.
This objective is to destroy a vehicle. I have the vehicle as it's own platoon like your supposed to and am using the Rout Company trigger to end the mission.

The vehicle is part of the company ( my only company ), so wouldn't it have to be destroyed in order for the mission to end because you are using the Rout Company trigger?

Any help would be appreciated.
 
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<Guest>
Posted
well i dont know what to tell you mine was doin the same thing maybe pme or san can help.

Jake
 
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<Guest>
Posted
Could you tell us what the objectives are?

(because you said it's always complete before obj.4)



PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Maybe I could help. RoutCompany only applies to actors, as it says in the ´Trigger Event´ box. You must use a ´DeathVehicle´ block for your needs. Put there some flags or counters and set the mission to end when they are in proper states/values .
 
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<Guest>
Posted
the first two objectives are to kill a certain actor and the third one is to kill a group ( team ) of actors and then theres the fourth ojective of destroying the vehicle.

so....
objective 1 Kill John Smith
objective 2 Kill Jack Splat
objective 3 Kill the Elite John Smith Guard
objective 4 Destroy John Smiths vehicle


hope this helps.....one thing that one of the posters helped me realize is that routcompany only applies to actors,...i thought this applied to vehicles as well....so maybe i need to use the destroyvehicle trigger.

hope this explains my situation enough.

mike
 
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<Guest>
Posted
Like you said, RoutCompany only checks actors, not vehicles, which is why you're having trouble with the scripting. There's two ways around it: use flags, or use counters.

Personally, if I was doing it, I would have a trigger for the successful completion of each objective - ie, in your case, for the first two objectives, DeathActor triggers, and for the third, a RoutPlatoon trigger (where the guards team was the only team in that platoon - you can't have a RoutTeam trigger, unfortunately, so this is the work-round!). The final objective would be a DeathVehicle trigger. In the responses for these, you would display any message you wanted, mark the relevant objective completed, increment a counter (I normally call it Objectives Counter), and set a timer (I normally call this Victory Timer) to expire in 3 secs. In the startup script block, it's good programming practice to set your counter (Objectives Counter) to zero, although it's implied to be zero if you don't explicitly set it, so don't worry too much about that. Now what happens is that, as you run through the mission completing the objectives, your Objectives Counter goes from zero to one, to two, to three, to four, and after every objective a timer gets set.

What you need to do now is have your "victory" block. This will be a TimerExpired trigger, and you set this for your Victory Timer (or whatever you've called it). Very, very important: your first response in this block MUST be BlockPreserve for this to work. This is because every time a block is run, it is deleted, and you don't want that, because the block will run four times before you get mission complete (one time for each objective). Putting BlockPreserve stops the block being deleted, and therefore the same trigger will allow the block to be used again. Now what you need is a ContinueIf query, where you get the value of your Objective Counter, and only continue if it's the right value (four in this case). If that condition is met, then you have your DeclareMissionComplete.

In this way, you have to complete all the objectives to get the counter value right so that the mission can end, but it doesn't matter what order you do the objectives in.

I know it sounds overly complicated, but this is the way I script all my missions... If you want to see an example of some scripting, look at the Red Storm missions in Igor to see how they did it. Or, if you pm me your email address, I can send you one of mine to have a look at and play yourself...



Message Edited on 08/29/03 10:24AM by Gav80
 
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<Guest>
Posted
"Or, if you pm me your email address, I can send you one of mine to have a look at and play yourself..."

Should you be doing that Gav? Send one of YOUR missions? Have you checked with him how crashproof his PC is??

Reg,





PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
No, Paul, I haven't checked that. But it can't be as bad as yours (lol!), so all he has to do is put it in the right folder and make sure DS is activated... just remember it was your kit mods that caused the problem in the first place!!!

Have you played it much yet then? Or have you been busy scripting your own mission?
 
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<Guest>
Posted
TRIED to do both! lol

Don't go dissin' my sweat PC ok!! It's almost right up there with my girlfriend!

And true,...the crash was indeed caused by me...(just trying to shift the blame a bit! )



PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Trying to do both? With ow much success?? I want feedback!! Have you finished mine yet, and if so, on what difficulty, and did you like it and have you got any thoughts/comments/suggestions?
 
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<Guest>
Posted
Well,

I started playing on Vet. Not too easy and not too difficult. It would not be fair to have criticism as I haven't finished it yet.

Ofcourse I took a look at it in IGOR (not to cheat , but to see how you did some stuff - scriptingwise and it looked very plain and simple. Now mind you,...this is not badly intended or negative! I probably screwed up, because I tried to do too much at once and lost track with mine.

Maybe you can send me a mission based on a smaller map? Quicker to test and review...
I don't know if you already have such a mission. I can say that personally I don't like to use the bigger maps...at least for now...so that was the only downside for me that the mission was based on the 'Battlefield' map. The rest looked good or haven't seen it yet.

Would you like me to play the map for review purposes? I know it works well, because your brother already played and finished it, so that is good. No doubt about it.


The thing is that I want stuff happening around me...Explosions, vehicle there, vehicle here....attack, counterattack, smoke, debris...etc etc. Maybe you could say: more of a multiplayer experience.

I would have a lot of ideas on that!


The mission I am working on....uhm...well actually it still crashes...so little work is done...uhm, has already 100+ actors and I am not even finished yet...

There is this IT mission where you have to protect the polling offices?! You have this point where the jeeps arrive in the street?! That was neat!
I never expected that. That it would come driving around the corner and lay me under fire.

That's what I want! More action around you! I mean, I keep learning about the scripting and all and you know by experience that you can do a lot with IGOR.

Look at the POW camp map. That is a pretty much basic map - scriptingwise. Nothing really happens. I know that it depends on the objectives, but I now consider it as a lame map in terms of what's happening and all. Don't get me wrong. MY mission keeps on crashing, so who I am to say !


Oh well...for now I am busy doing some RE-texturing , so....






PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Actor limit in mission is 255 ! Don't know if that is with vehicles included.

You could use enemies that try to flank you from 2 sides.

Or just enemies running around just in front of you trying to find a good cover spot.




San's Place l SANSITE
 
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<Guest>
Posted
Oh, Paul, if you haven't finished the mission, you've not experienced the best bit!! Without wanting to give too much away, let's just say you get attacked just when you think you're finished. That only happens on vet and elite though. I kept it out of the recruit setting, coz I didn't want to make it too hard!

Although my brother has played it, feedback from you would be more than welcome. It's always good to get as many opinions as you can!

I can send you other missions if you like, but if you want something specific, tell me what you had in mind. A small map, with explosions and "plenty of things going on around you"?? Give me some ideas, and I'll see what I can throw together. I take it you just want to see how to do some scripting stuff?
 
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<Guest>
Posted
Well,

If you can putt something like that together on a small map. Let's say MP06 Castle. It's not too big for testing AND indeed I can see some of your scripting secrets!

I need to get Effects to work, but it does not seem to work for me...go figure..

Make a scene where you will really get pounded!

Lot's of fire, smoke, debris etc etc...I want that too, but I cant even get one lousy smoke effect to work...

I tried the: SMOKE_LARGE_TYPE1, but nothing....

Pls also play around with the height of the effect and all...I would like to see how it turns out.

Thx!


PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Okay, I'll have a play and throw something together on the Castle map. I'll make sure there's lots of guys for you to kill, and plenty of effects. I'm not sure you'll much in the vehicles on that map though - it's a bit cramped for them really... But I guess it's the effects you really, to see how to get them to work? I'll have some stuff active from the start of the mission, and some that get triggered during the action, so you can see how to start it through the mission scripting. Okay?

I'm going away (for work, again!) tomorrow for the rest of the week, so you'll have to wait til next week for it though!
 
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<Guest>
Posted
hi gav80,

here is my email address if you would like to send me a misson so that i can veiw it.
mcarroll@icehouse.net
i appreciate your input and will try your suggestions.
mike
 
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<Guest>
Posted
This is the part i didn't get:
I got as far as "ContinuIf",...

Now what you need is a ContinueIf
- query, where you get the value of your Objective
- Counter, and only continue if it's the right value
- (four in this case). If that condition is met, then
- you have your DeclareMissionComplete.
-
- In this way, you have to complete all the objectives
- to get the counter value right so that the mission
- can end, but it doesn't matter what order you do the
- objectives in.
-
- I know it sounds overly complicated, but this is the
- way I script all my missions... If you want to see
- an example of some scripting, look at the Red Storm
- missions in Igor to see how they did it. Or, if you
- pm me your email address, I can send you one of mine
- to have a look at and play yourself...
-
Anyway, I appreciate your help on this. I learned a great deal trying to implement most of your advice.
Would you be able to email me a mission that might use timers and counters?
My email address is "mcarroll@icehouse.net"
Thanks Again,
Mike
 
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<Guest>
Posted
Armycook,

Can't really tell you something sensible about counters, as I am not that far either! Have never used it...

Timers I can tell you a bit about...

If no one can tell you before this evening, I will post some pics tonight, explaining how to set up a timer (like I did in one of the other posts about Hostages and there behaviour....

Ok?

Reg,




PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Counterset: sets a counter to a value.

Increment-decrement: yeah

Getcounter: used in cont.if - comp. int. - getcounter.


Counter or flag ?

Flag is only false or true, counter can be 0 to whats the limit ?



San's Place l SANSITE
 
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<Guest>
Posted
San, as far as I know, there's not a limit to the value of a counter. There must be one, but I've never found it. I'd guess it'd be 255, for a 256-bit coding system when using binary. That would also explain why the actor limit in a mission is 255... But that's just a guess... As I said, I've never found a limit, which is why I use counters and not flags...

Armycook: you've got mail. Sorry for the delay, my office decided it would be a great idea to send me away for a week. I've sent you two missions to play, and also to have a look at the scripting for. One has the counter thing I was trying to explain above, so hopefully you'll be able to work out what I mean from that. Both missions also have hidden troops that get revealed in the scripting, and one of them has explosions and booby-traps, and also a guy to capture. So there's a fair bit of variety in the scripting between the two. If you want to get the most out of playing them though, I'd play them before you go nosing through it: otherwise you'll see (in Igor) where I've hidden all the suprises, and it'll ruin the gameplay for ya! So the the best way (if you want to enjoy the missions as well as learn from the scripting) is to play it and then look at it... Note that G04 requires DS to activated on your system, and GB01 requires both DS and IT to be activated. If you don't do this, the missions will crash when you try to run them... Enjoy!
 
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