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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
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Just an example of an algorithm but don't worry about it, I misunderstood you, sry.
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#22
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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? |
#23
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In the sense...something changes?
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#24
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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. |
#25
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Then...the missions variables are similar to trigger?
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#26
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#27
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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 |
#28
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Understood...thank you very much
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#29
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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? |
#30
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Quote:
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). |
#31
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Okay
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#32
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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). |
#33
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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 |
#34
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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 -------------------------------------- |
#35
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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 = " "; |
#36
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Oh
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#37
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How I can create 3di file?
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#38
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Why?
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#39
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For my new mission
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#40
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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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