View Full Version : Failing a mission
PrivateDwelling
09-03-2007, 18:02
Is it possible to have a mission fail if a shell (say a 203mm) is destroyed? The only coding I can see in existing missions is related to humans or vehicles.
Any coding advice is much appreciated.
Instinct
09-03-2007, 18:20
Yes you can use the trigger like for soldiers, but just fill in the tag "destroyed", the little problem is the object needs an MID if not, you need to work with a zone, if tag destroyed in zone (where the ammo lies) than command.
PrivateDwelling
09-03-2007, 18:44
I tried the following from the 'Hunter' mission substituting 'tank' with 'shell' but it doesn't seem to have cut it:
{trigger "tasks/shell_fail"
{condition
{type 2}
{expression "4 & 3 & !5"}
{term 3 "task"
{name "shell"}
{state shown}
}
{term 4 "entities"
{tag "shell destroyed"}
}
{term 5 "task"
{name "shell"}
}
}
{actions
{"task"
{name "shell"}
{state fail}
}
}
}
What am I missing?
Instinct
09-03-2007, 19:22
Oh, we are talking about showw2, hehe :)
Well I think this will be too difficult, I'm even not sure if the game has such a script in it...
First question : Can you destroy a 203 mm proyectile? :?:
I think no.... :baseball:
PrivateDwelling
10-03-2007, 18:16
Shame really. I've done a 'work around'!
First question : Can you destroy a 203 mm proyectile? :?:
I think no.... :baseball:
??? You've never thrown a grenade on or near them? They certainly do blow up.
Ok Bullet 203 mm or "mortar shell" explode if you use a AT Grenade..
Not explode with a antipersonal grenade. :!:
Latdonine
27-10-2007, 09:11
It blows up with german stick grenade
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.