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<Guest>
Posted
I want if an objective is fail that the player platoon has to retreat to a zone that is full of smoke.

how do i get it to smoke if a objective is failed and that the proximity of that zone only works after it is smoking?





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
first set an effect in that zone the rest is all scripting, you'll have to set a timer to tell it to smoke after a certain time period and then set a condition to where say:
objective 1 failed response: new objective return to zone 1
but i havent seen a smoke effect in the original game maybe san has

Jake




 
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<Guest>
Posted
Yes, I used smoke once for extraction, like in siege games.

I think it was one of these :

- SMOKE_LARGE_TYPE1(X)(Y)
- SMOKE_LARGE_TYPE2(X)(Y)
- SMOKE_LARGE_TYPE3(X)(Y)
- SMOKE_MEDIUM_TYPE1(X)(Y)
- SMOKE_MEDIUM_TYPE2(X)(Y)
- SMOKE_MEDIUM_TYPE3(X)(Y)
- SMOKE_SMALL_TYPE1(X)(Y)
- SMOKE_SMALL_TYPE2(X)(Y)
- SMOKE_SMALL_TYPE3(X)(Y)

X=Delay, Y=Duration
Fire and Smoke can be used without settings for a infinite effect.

There's also a MapZoneColor, which you can use to make a Zone with coloured smoke.






San's Place l SANSITE
 
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<Guest>
Posted
the map zone color sound like your best bet

Jake




 
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<Guest>
Posted
Okay. Set your zone up and place an effect to get the smoke as the guys have said. In your scripting, when you have the objective failed block, you could add a pop-up message (the response is "DisplayMessageBoxAll") to tell the player to retreat to the zone. Also in this block, activate the smoke effect. In this way, it will only smoke if the objective is failed, as you wanted.

Okay, the other bit: to get the zone to only work once you've failed the objective. Use a normal proximity trigger, setting the zone and the player platoon as normal. To stop it working unless the objective is failed, use a ContinueIf response (remember to put Block Preserve first!). Now, there's a couple of ways to do this. I'm not sure if you can check in a ConituneIf whether an effect is active. If you can, that's the easiest way. Otherwise, I'd use the ContinueIf to check a counter (or a flag). When you have the ovbjective failed block, incremement the counter, or set the flag to true or whatever. Personally, I prefer using counters to flags, but either would work. Hope that makes sense...
 
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<Guest>
Posted
Flags are for 'true' or 'false' only, counters can be numbers from 0 to whatever the limit is.

So I would use a flag for this one.

Once objective failed : set flag to true.

In a trigger :

cont. if flag = true
MapZoneColor (or EffectActivate)

Don't need to set the flag to false on startup, becasue the default is false.

Sorry Gav80, you said the same !



San's Place l SANSITE
 
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<Guest>
Posted
Np San. At least our advice doesn't contradict each other! Apart from the flags or counter issue, but that's just personal preference. I prefer counters, but either's just as good. Incidently, I believe the maximum value for a counter is 255, although I'm not sure about that.

As you said, flags default to false, and counters default to zero unless explictly set to another value.
 
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<Guest>
Posted
that would work. Gav80 brought up a good point. To use display message all box to retreat. Is there away i can take that off of objectives completed and take off the writing like alpha soilder down or stuff like that. I'm going for realism and a box showing up and words going across the screen. (its a single player mission only)

san if youor anyone else doesnt know do you think jack from ghostrecon.net will know?

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
"san if youor anyone else doesnt know do you think jack from ghostrecon.net will know"

Good idea !



San's Place l SANSITE
 
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<Guest>
Posted
The objective complete complete pop-up boxes, and the messages saying "enemy soldier down" or "team member out of action" etc are automatic - you don't script them, the engine runs them automatically. So I don't think you can get rid of them.

I know what you mean about the boxes popping up though - especially if you're in the middle of a firefight at the time! Then it's really annoying! If you want to avoid that, use DisplayMessageAll, not DisplayMessageBoxAll - that'll put it up in yellow text in the top left corner, which at least isn't quite so distracting...
 
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<Guest>
Posted
Right Gav80, I use that also.

Most of the time I don't even see the messages in yellow.

Have to look at something dark to see the text !

But better then those big boxes !



San's Place l SANSITE
 
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