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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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  #1  
Old 03-08-2015, 07:52 PM
MAJWIZ is offline MAJWIZ
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Mortar problems

DFX2.txt ( open dfx2.txt to view wac file) When the mortars start up the area fo the LZ blows uo the barrels? any ideas
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  #2  
Old 03-11-2015, 06:18 PM
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DFX2.txt what is this?

Check your groups especially the barrels.

How are you triggering? check for multiple triggers.

Are you using targets or random dropping?

Move the barrels.

Make them (barrels) temporarily indestructible. Set an event in the editor and trigger it with a variable from the WAC (Indestructible on/off)

Post the WAC here...
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  #3  
Old 03-12-2015, 01:18 PM
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The dfx2.tx is the wac file minus the weather. the weather is triggered by (if ssnarea (10000,2) move fog. will send mis and file.
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  #4  
Old 03-12-2015, 07:09 PM
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wac & mis jpg

here is the MIS JPG filetrigger areas.jpg
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  #5  
Old 03-12-2015, 07:28 PM
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Wac file

OP S&D.txt
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  #6  
Old 03-14-2015, 04:39 PM
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GLOBAL WAC is GAME.WAC (executed first)
MISSION WAC is missionname.WAC (executed second)

EXAMPLE
Files Needed For: mission_01.mis

mission_01.bms
mission_01.wac


Extra Files

GAME.WAC - loads wac instructions with every mission
SERVER.WAC - loads wac instructions for multiplayer missions


Maybe your problem is here? if ssnarea(10000,4) then

if ssnarea(10000,4) then
ammoarea AMMO_60MM_MORTAR(1)
ammoarea ammo_rocket(2)
ammoarea AMMO_60MM_MORTAR(3)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(5)
ammoarea AMMO_60MM_MORTAR(6)
ammoarea ammo_rocket(7)
ammoarea AMMO_60MM_MORTAR(8)
ammoarea ammo_T80Round(9)
ammoarea AMMO_60MM_MORTAR(10)
endif


AFAIK - while the player is in area 4 the bombing will continue non-stop in area 1, 2, 3, 4, 5, 6, 7, 8, 9 and 10 and won't stop until the player leaves area 4 or the mission crashes.

Check: Are your barrels in one of these areas?

Check: Do you need all of these areas at once?

Use never() then to trigger only once
or
Try using a set of variables to control a dornd or loop command



//...[start - variable area 4]
;
if ssnarea(10000,4) then
set(v4,1)
else
set(v4,0)
endif
;
if eq(v4,1) then
dornd
ammoarea AMMO_60MM_MORTAR(1)
ammoarea ammo_rocket(2)
ammoarea AMMO_60MM_MORTAR(3)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(5)
ammoarea AMMO_60MM_MORTAR(6)
ammoarea ammo_rocket(7)
ammoarea AMMO_60MM_MORTAR(8)
ammoarea ammo_T80Round(9)
ammoarea AMMO_60MM_MORTAR(10)
enddo
endif
;
//...[end - variable area 4]
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  #7  
Old 03-16-2015, 12:10 PM
MAJWIZ is offline MAJWIZ
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Stompem thanks for the help. once i read your message i found the error in the "ammo area" listing where the mortars would be dropping in every trigger area. thanks once again!!!
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  #8  
Old 03-16-2015, 06:09 PM
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Quote:
Originally Posted by MAJWIZ View Post
Stompem thanks for the help. once i read your message i found the error in the "ammo area" listing where the mortars would be dropping in every trigger area. thanks once again!!!

Quote:
AFAIK - while the player is in area 4 the bombing will continue non-stop in area 1, 2, 3, 4, 5, 6, 7, 8, 9 and 10 and won't stop until the player leaves area 4 or the mission crashes.

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  #9  
Old 03-16-2015, 06:59 PM
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Try this out if you like, it's a bit off the top of my head but should work...
Random Bombing Script

Incrementing the variable from 0 to 13 equates to about 13 seconds duration.
*Set the elapse to at least one second longer than the variable count, 14 seconds in this case.

Randoms are programmed in as each variable is triggered so you'll be able to adjust them without interfering with the script.

Quote:
//...[start - variable - random ammo area 4]
//
if ssnarea(10000,4) then
inc(v4)
else
set(v4,0)
endif
//
if eq(v4,1) and elapse(14) and random(2) then
loop
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
end
endif
//
if eq(v4,4) and random(3) then
loop
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
end
endif
//
if eq(v4,8) and random(4) then
loop
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
end
endif
//
if eq(v4,13) and random(5) then
loop
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
end
endif
//
if eq(v4,14) then
set(v4,1)
endif
//...[end - variable - random ammo area 4]
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  #10  
Old 03-19-2015, 09:39 PM
Guest001 is offline Guest001
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Whoops!

Had to take the random out for now... still has a good sense of realism.

Quote:
//...[start - variable - timed ammo area 4]
//
if ssnarea(10000,4) then
inc(v4)
else
set(v4,0)
endif
//
if eq(v4,1) then
loop
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
end
endif
//
if eq(v4,6) then
loop
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
end
endif
//
if eq(v4,10) then
loop
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
end
endif
//
if eq(v4,15) then
loop
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
end
endif
//
if eq(v4,19) then
set(v4,1)
endif
//...[end - variable - timed ammo area 4]
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  #11  
Old 03-19-2015, 09:56 PM
Guest001 is offline Guest001
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The random works in this bombing script using teleport targets

With this method you can aim the artillary and make it come in at an angle instead of just straight down.

This is done by raising the target off the ground so the AMMO effects will now come from the target and if we also set the pitch on the target to about -35 (minus 35 degrees) we have a reasonable ballistic angle.

Then face the teleport target towards your objective, adjusting height and distance to zero in.


Quote:
; [ARTILLARY VARS 11, 12, 13, 14 and 15 - Teleport Targets 1, 2, 3, 4 and 5]
if group(1,4) and elapse(10) and random(3) then
set(v11,1)
endif
if eq(V11,1) then
ammo2tgt ammo_rocket(1)
dec(v11)
endif
if group(1,4) and elapse(15) and random(4) then
set(v12,1)
endif
if eq(V12,1) then
ammo2tgt AMMO_60MM_MORTAR(2)
dec(v12)
endif
if group(1,4) and elapse(20) and random(5) then
set(v13,1)
endif
if eq(V13,1) then
ammo2tgt ammo_T80Round(3)
dec(v13)
endif
if group(1,4) and elapse(25) and random(6) then
set(v14,1)
endif
if eq(V14,1) then
ammo2tgt AMMO_60MM_MORTAR(4)
dec(v14)
endif
if group(1,4) and elapse(30) and random(7) then
set(v15,1)
endif
if eq(V15,1) then
ammo2tgt ammo_T80Round(5)
dec(v15)
endif

Last edited by Guest001; 03-19-2015 at 10:52 PM.
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  #12  
Old 03-20-2015, 01:28 AM
Guest001 is offline Guest001
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Posts: 4,971

RANDOM BOMBING

Here's the original idea fixed.

Put simply it appears each random command needs it's own variable.

Quote:
if group(1,4) and elapse(10) and random(3) then
set(v11,1)
endif

if eq(V11,1) then
//ammo2tgt ammo_rocket(2)
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
dec(v11)
endif

if group(1,4) and elapse(15) and random(4) then
set(v12,1)
endif

if eq(V12,1) then
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
dec(v12)
endif

if group(1,4) and elapse(20) and random(5) then
set(v13,1)
endif

if eq(V13,1) then
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
dec(v13)
endif

if group(1,4) and elapse(25) and random(6) then
set(v14,1)
endif

if eq(V14,1) then
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
dec(v14)
endif

if group(1,4) and elapse(30) and random(7) then
set(v15,1)
endif

if eq(V15,1) then
ammoarea ammo_rocket(4)
ammoarea ammo_T80Round(4)
ammoarea AMMO_60MM_MORTAR(4)
dec(v15)
endif
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