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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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  #21  
Old 05-04-2017, 02:40 PM
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Quote:
Originally Posted by Creator View Post
What is this?
Just an example of an algorithm but don't worry about it, I misunderstood you, sry.
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  #22  
Old 05-04-2017, 03:27 PM
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I don't have understood this things
For example:
----------------------------------------------------------
-player is in area 1 (trigger)
and
-set mission variable 1 to 1 (action)
----------------------------------------------------------

When I put this in the event what happens at the mission?
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  #23  
Old 05-04-2017, 03:31 PM
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In the sense...something changes?
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  #24  
Old 05-04-2017, 04:16 PM
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Quote:
Originally Posted by Creator View Post
In the sense...something changes?
OK firstly I assume you know that inside the editor is a section that lists the events of the mission.

It's where you construct a lot of the AI for your game.

You can create and control variables for the mission there, the WAC is not really essential.

The event may be...

If the player is in a location called area 1 do something...

So we'll create a variable called v1,0 and set it to equal v1,1 when the player is in area 1 (it equals 1,0 by default)

Example:
Variable 2 is v2,0
Variable 3 is v3,0
Variable 4 is v4,0 etc

if the player is in area 1 set variable 1 to 1

So variable 1 now equals 1 or v1,1

Now anything in the game that you set to react to v1,1 will now respond.
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  #25  
Old 05-04-2017, 04:22 PM
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Then...the missions variables are similar to trigger?
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  #26  
Old 05-04-2017, 05:50 PM
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Quote:
Originally Posted by Creator View Post
Then...the missions variables are similar to trigger?
No.
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  #27  
Old 05-04-2017, 06:04 PM
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In the example below the triggers are:

if ssnseesssn 1,10000,100 and never then

if ssnonssn 1,3 or ssnonssn 2,3 or ssnonssn 10000,3 then

if ssnwounded 10000 and ssnarea 10000,1 and never then

//...[Bot1=ssn1]
//...[Bot2=ssn2]
//...[Helo=ssn3]
//...[Player=ssn10000]

//...[Helo Takeover]
if ssnseesssn 1,10000,100 and never then
pconsol "Team Spotted! Mission Compromised!"
endif



if ssnonssn 1,3 or ssnonssn 2,3 or ssnonssn 10000,3 then
set v50,1
set v51,1
set v52,1
else
set v50,0
set v51,0
set v52,0
endif

if ssnwp 10000,125,3 false then
set v53,0
else
set v53,1
endif

//...[Bombardment]
if eq v50,1 then
ploop
ammoarea AMMO_60MM_MORTAR 1
chain 1
quake 1
chain 1
ammoarea ammo_T80Round 1
chain 1
quake 1
chain 1
ammoarea ammo_rocket 1
chain 1
quake 1
end
endif

//...[Text]
if eq v51,1 then
ploop
chain 8
ptext ""
chain 1
ptext ""
end
endif

//...[Blows up helo]
if eq v52,1 and never then
fx2tgt effect_fxfire6m 1
endif
if chain 8 and never then
killssn 3
endif

//...[player health]
if ssnwounded 10000 and ssnarea 10000,1 and never then
set v10,1
else
set v10,0
endif

if eq v10,1 and never then
pconsol "Condition Critical!"
pconsol "Mission Abort!"
endif

if chain 1 then
ploop
ssnaddhp player,-5
end
endif
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  #28  
Old 05-05-2017, 12:49 AM
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Understood...thank you very much
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  #29  
Old 05-05-2017, 09:27 AM
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Last question...in your mission "Savage Garden Part 1" you have put ain. File
Have you copy from SPBHD_11 or have you created this file?
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  #30  
Old 05-05-2017, 10:48 PM
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Quote:
Originally Posted by Creator View Post
Last question...in your mission "Savage Garden Part 1" you have put ain. File
Have you copy from SPBHD_11 or have you created this file?

I wouldn't bother with AIN at this stage if I were you (ask Baldo why).

All I can tell you I'm using this particular AIN file as a place holder (stabiliser).
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  #31  
Old 05-06-2017, 01:47 AM
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Okay
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  #32  
Old 05-06-2017, 03:34 AM
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Quote:
Originally Posted by Creator View Post
Okay
NP but maybe I should explain a little more for you.

The AIN files need some sort of tool to edit them that I don't have.

I was just experimenting during the mission build and determined that I needed it to display part animation commands in the editor.

I'm not sure about needing it with the mission once it's compiled to bms but I included it just in case (for stability).
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  #33  
Old 05-06-2017, 03:39 AM
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Mission Assets: OpSvGdn1.mis

3DI listing (95)
PwrGen.3di
PwrGenX.3di
MCOlymps.3di
MogBlk02.3di
Moghut1.3di
RdioBld2.3di
StadiumT.3di
Armry03.3di
NTrk1hsk.3di
NTrk1X.3di
ETek1.3di
Etek1X.3di
ETek2.3di
Etek2X.3di
Fblkhawf.3di
Fblkhawx.3di
Fc130p.3di
Fc130x.3di
ETek1P.3di
Fblkhawd.3di
Etrck1p.3di
Etrck1X.3di
F5tonD.3di
F5tonDX.3di
Table01.3di
SndBag01.3di
wcrate4.3di
Barl02.3di
Cargo03.3di
rmcabnts.3di
Sofa01.3di
FireBrl4.3di
CmpFire1.3di
MwalG.3di
RBL_C1.3di
RBL_C2.3di
RBL_T1.3di
RBL_T2.3di
RBL_P1.3di
RBL_P2.3di
RBL_P3.3di
RdBlk1.3di
RdBlk1X.3di
RdBlk2.3di
RdBlk2X.3di
RdioTwr.3di
RdioTwrX.3di
Radio01.3di
Radio01X.3di
Bed02.3di
WLad03.3di
Gtools04.3di
ESomal01.3di
ESomal02.3di
ESomal03.3di
ESomal04.3di
ESomal05.3di
ESomal06.3di
ESomal08.3di
ESomal09.3di
Delta02.3di
Delta03.3di
Delta04.3di
lndmine3.3di
MStck02.3di
MStck01.3di
FxBsmokS.3di
FxBsmokL.3di
FxFireHm.3di
FxEspark.3di
PwrAmmo.3di
Dt01b.3di
GB01b.3di
GP01a.3di
Gt01a.3di
Gbush01.3di
WLad04.3di
MwalC1.3di
MwalC2.3di
MwalC3.3di
MwalC4.3di
Pos_Sm03.3di
MwalGb.3di
wcrate5.3di
wcrate1x.3di
RngrFall.3di
Mmanual.3di
Wgrdtwr1.3di
oiltank.3di
wcrate3.3di
wcrate3x.3di
Dp03.3di
TenthMTN.3di
Fblkhawk.3di
Fblkhwkx.3di

AIP listing (5)
G_Jeep.aip
h_bhawkf.aip
h_bhawkn.aip
H_BHawk.aip
h_comanz.aip

ADM listing (10)
ESomal01.adm
ESomal02.adm
ESomal03.adm
ESomal04.adm
ESomal05.adm
ESomal06.adm
ESomal08.adm
Erooftop.adm
Delta_TM.adm
TenthMTN.adm

TGA listing (4)
shadow1.tga
shadow5.tga
shadow6.tga
shadow4.tga
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  #34  
Old 05-06-2017, 03:39 AM
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LOG: OpSvGdn1.mis

84 People

35 Vehicles/Objects

542 Buildings/Decorations

156 Markers

12 Area Triggers



--------------------------------------



9382K - Approximate Vertex Data



3DI Memory Usage Statistics

--------

99K PwrGen - Desert Power Generator

675K MCOlymps - Sister Bld

124K MogBlk02 - Mogadishu City Block2 Moderatel

28K Moghut1 - Mogadishu Style river hut1

386K RdioBld2 - Main radio Building in Operatio

111K StadiumT - Stadium Light Tower

84K Armry03 - Armory Version #3

158K NTrk1hsk - Bombed-Out Neutral Compact Pick

257K ETek1 - Technical enemy vehicle with mo

311K ETek2 - Technical enemy vehicle with mo

115K ETek2x - Technical Enemy Vehicle placabl

692K Fblkhawf - Blackhawk used for fast roping

329K Fc130p - Parked Version of C130

103K ETek1P - Technical Husk with working 50

693K Fblkhawd - Blackhawk, miniguns, both doors

428K Etrck1p - Parked Version of Enemy Cargo T

299K F5tonD - Friendly 5.5 ton with sit point

7K Table01 - Old wooden four legged table

10K SndBag01 - Staight segment with shooting n

5K wcrate4 - Wooden Crate with Tarp

21K Barl02 - Single wooden Barrel2

8K Cargo03 - Large Metal Cargo Container bot

9K rmcabnts - Blocking Furniture

8K Sofa01 - Old Damaged Sofa

2K FireBrl4 - Barrel with holes, Large bonfie

2K CmpFire1 - Camp fire with buring wood

128K MwalG - Iron Gate Piece for walls

10K RBL_C1 - Building Rubble Corner Piece Sh

17K RBL_C2 - Building Rubble Corner Piece Lo

15K RBL_T1 - Building Rubble T intersection

24K RBL_T2 - Building Rubble T intersection

6K RBL_P1 - Building Rubble Pile Piece type

14K RBL_P2 - Building Rubble Pile Piece type

8K RBL_P3 - Building Rubble Pile Piece type

62K RdBlk1 - Road Block Made of various Debr

172K RdBlk2 - Road Block Made of various Debr

111K RdioTwr - Radio Tower used on top of Rdio

22K Radio01 - Tall stack of radio equipment

31K Bed02 - Bed mattress on top of wooden p

28K WLad03 - Modular wooden Ladder 8m tall

36K Gtools04 - Auto tool boxes

101K ESomal01 - Enemy Somalian Soldier with AK4

94K ESomal02 - Enemy Somalian Soldier with AK4

107K ESomal03 - Enemy Somalian Soldier with RPG

106K ESomal04 - Enemy Somalian Malitia Member4

ESomal04 - USE FOR ROOFTOPS ONLY

100K ESomal05 - Enemy Somalian Malitia Member5

103K ESomal06 - Enemy Somalian Malitia Member6

115K ESomal08 - Enemy Somalian Malitia Member8

102K ESomal09 - USE ONLY ON ROOFTOPS

287K Delta02 - Delta Force Teammate 2

292K Delta03 - Delta Force Teammate 3

289K Delta04 - Delta Force Teammate 4

106K ESomal04 - USE FOR ROOFTOPS ONLY

ESomal04 - Enemy Somalian Malitia Member4

16K lndmine3 - Marked & Unmarked Land Mine Sec

0K FxBsmokS - Small amount of Black smoke

0K FxBsmokL - Large amount of Black smoke

0K FxFireHm - Fire .5m tall

0K FxEspark - Electrical Sparks (Random)

2K PwrAmmo - Power Up Ammo Pack

PwrAmmo - Power Up Ammo Pack Infinite

2K PwrAmmo - Power Up Ammo Pack Infinite

PwrAmmo - Power Up Ammo Pack

37K Dt01b - Med Desert Tree

5K GB01b - Large Green Bush used in desert

16K GP01a - Double Palm tree Group

25K Gt01a - Green Tree type one version A

77K Gbush01 - Large Group of tall grass like

102K WLad04 - Wood Ladder 24m tall

2K MwalC1 - 8m stone wall piece

4K MwalC2 - 16m stone wall piece

9K MwalC3 - 32m stone wall piece

1K MwalC4 - stone wall end cap piece

0K Pos_Sm03 - Propaganda Somalian Grafitti 03

142K MwalGb - Iron Gate Piece for walls GATE

2K wcrate5 - Wooden Crate with Khat destroya

132K RngrFall - Wounded Soldier

21K Mmanual - Mission Critical documents manu

61K Wgrdtwr1 - Three layer wooden guard tower

15K oiltank - Large oil Tank

37K wcrate3 - Group of wooden crates3

23K Dp03 - Single desert palm

211K TenthMTN - 10th Mountain Teammate 1

690K Fblkhawk - Blackhawk with two miniguns

265K Fblkhwkx - Use this for downed helicopter

--------------------------------------
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  #35  
Old 05-06-2017, 03:44 AM
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BIN
'[Mission Dialog]'

'[info]'
Title = "OPERATION SAVAGE GARDEN";
briefing = "STAGE 1: SPEARHEAD
TIME: Undisclosed DATE: Undisclosed LOCATION: Undisclosed

SITUATION: A Northern township is under blockade, Militia with RPG's and Technicals control the area preventing UN support reaching outlying districts.

MISSION:
Mission Codename 51.
Take point in Helo 1 and drive a spearhead to LZ-SG1.
Infantry will convoy overland, cover their approach.
Further orders on landing.
";
briefing2 = " <ucFC8932>MISSION NAME<-uco>
<cFC8932>Operation Savage Garden<-co>

1. <ucFC8932>SITUATION REPORT<-uco>
<cFC8932>Weather:<-co> Mild
<cFC8932>Terrain:<-co> Semi-arid
<cFC8932>Operations Level:<-co> Senior
<cFC8932>Infil Type:<-co> Aerial
<cFC8932>Deployment:<-co> 04h30m
<cFC8932>Telemetry:<-co> HUD
<cFC8932>LoadOut:<-co> Default NVG";

'[WPNames]'
STRWPNAME000 = "Null";
STRWPNAME001 = "LZ-SG1";
STRWPNAME002 = "Target-1";
STRWPNAME003 = "Target-2";
STRWPNAME004 = "LZ-SG2";

'[WinConditions]'
STRWINCOND000 = "null";
STRWINCOND001 = "Lead mission spearhead to LZ-SG1";
STRWINCOND002 = "Find all intel at Target-1";
STRWINCOND003 = "Destroy all radios at Target-2";
STRWINCOND004 = "Secure for extraction at LZ-SG2";
STRWINDIRECTIVE000 = "null";
STRWINDIRECTIVE001 = "Lead mission spearhead to LZ-SG1!";
STRWINDIRECTIVE002 = "Find all intel at Target-1!";
STRWINDIRECTIVE003 = "Destroy all radios at Target-2!";
STRWINDIRECTIVE004 = "Secure extraction at LZ-SG2!";
STRWINMSG = "Objective Complete!";
STRWINMSG000 = "null";
STRWINMSG001 = "Spearhead Successful!";
STRWINMSG002 = "Intel Found!";
STRWINMSG003 = "Radios Destroyed!";
STRWINMSG004 = "LZ-SG2 Secure!";

'[LoseConditions]'
STRLOSECOND000 = "null";
STRLOSECOND001 = "Spearhead Unsuccessful";
STRLOSEDIRECTIVE = "Stay On Mission!";
STRLOSEDIRECTIVE000 = "null";
STRLOSEDIRECTIVE001 = "The spearhead must be successful!";
STRLOSEMSG000 = "null";
STRLOSEMSG001 = "Mission Failed!
You Were Defeated!";

'[PeopleNames]'
STRNAME000 = "null";

'[CineText]'
STRREGION = " ";
STRTIME = " ";
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  #36  
Old 05-06-2017, 04:02 AM
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Oh
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  #37  
Old 05-06-2017, 04:02 AM
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How I can create 3di file?
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  #38  
Old 05-06-2017, 09:08 AM
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Why?
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  #39  
Old 05-06-2017, 09:10 AM
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For my new mission
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  #40  
Old 05-06-2017, 11:23 AM
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Quote:
Originally Posted by Creator View Post
For my new mission
Well I asked why because for one thing you can't just use custom assets unless they're packed, which means a MOD.

Plus you'll need a way to get them into the game (editor).

Have a look at these tools if you're considering Modding....

A.Bullet's 3di Object Exporter

Nova Modifed OED

Mods & Games

Files & Utilities

Last edited by Guest001; 05-06-2017 at 11:34 AM.
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