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dreeke1986
10-08-2009, 07:41 AM
hello,

regarding my OakCreekCanyon map

when you blow up an objective you get $850 and i think all your teammates get $600
this is way to much in my opinion but i cant lower it. i've tryed to change the money that the players get when the target is succesfully invoked but nothing changes.

is there any way to scale it down?

and how do you add more dynamite?
like in nogales you have to blow up the doors first.
how can i add stages that you have to go thrue before reaching the real objective.
and how can i add more explosive parts in a stage so that i eventually have 3 dynamite spots that you have to blow up before you reach the objective

dreeke1986
10-08-2009, 07:41 AM
hello,

regarding my OakCreekCanyon map

when you blow up an objective you get $850 and i think all your teammates get $600
this is way to much in my opinion but i cant lower it. i've tryed to change the money that the players get when the target is succesfully invoked but nothing changes.

is there any way to scale it down?

and how do you add more dynamite?
like in nogales you have to blow up the doors first.
how can i add stages that you have to go thrue before reaching the real objective.
and how can i add more explosive parts in a stage so that i eventually have 3 dynamite spots that you have to blow up before you reach the objective

ClintTheSquint
10-08-2009, 03:15 PM
Hi dre

That was the same question I was going to ask. How do you set more destroy objectives.

You know what they say "Great Minds"

Also can you set other objects to be destructable i.e. wagons for example.

czaq
10-09-2009, 02:02 AM
You can't change the amount of points gained for completing an objective.

Here's how you set up a new objective:

1. Create the objective Objects (NetEventsObject).
2. Create ActionChains.
3. Create the Dynamites (NetEventsExplodingObject) on them.
4. Create the Locations nearby. (x2)
5. Set up Dynamites:
a) Insert act_Run -> ActionChain into m_OnExplode
b) Insert actNet_Objective -> Locations (x2), InUse into m_OnPlant
c) Insert actNet_Objective -> Locations (x2), Normal into m_OnUnplant
d) Choose m_Visible
e) Choose m_Team
f) Link m_ExplosionPivot to Dynamite itself
g) Turn bActiveTrigger ON
6. Set up Locations:
a) Insert location name into sTipID
b) Insert the variable and its value to texts_temp.txt
c) Link cTrackedObject to Dynamite
d) Set bTrackDynamic to True
e) Choose appropriate m_TrackedPosYCorrection
f) Choose bEnableOnStart
g) Choose appropriate eColor (icon depends on the team!)
h) Set m_3dMapMode to AlwaysVisible
7. Create Objectives. (x2)
8. Set up Objectives:
a) Insert objective description into sTextID and sShortTextID
b) Insert the variables and their values to texts_temp.txt
c) Order the objectives with iObjectiveOrderNumber (red: 0-9, blue:10-19)
d) Link cLocation to the corresponding Location
e) Choose bEnableOnStart
f) Choose the m_Team
9. Create Spawn Points. (Appropriate number of spawns * 2 locations * 2 teams)
10. Set up ActionChains:
a) Act_Appear: disappear the objective Objects.
b) Act_Accomplish the Objectives (x2)
c) Act_Enable: enable new Objectives (x2)
d) Act_Enable: disable old SpawnPoints
e) Act_Enable: enable old SpawnPoints
f) Act_Wait: 5 seconds
g) Act_Appear: appear the new Dynamite
h) optionally ActNet_SetRoundTime: add new round time (addMode, suggested: 180)
11. Set up the intro movie
12. Create a Movie object pointing to the movie
13. Create GameModeEvents object:
a) Set eWinnerWhenRoundTimePasses
b) Set m_NetObjectivesMovie
c) Set fRoundInterval (suggested: 300)
d) Set m_NoTimeLimitFromMenu to True


to have two dynamites do one objective, set them analogically, and use variables to ensure that key completion actions don't double run (act_script to set a variable (for example X:=1) cnd_expression to check variable (X=1 will return true if it's equal to 1))

dreeke1986
10-09-2009, 06:04 PM
thnx this works great http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif