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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
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Mortar strike.
How do I add mortar strike in my custom map?
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#2
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Mortar Engagement
Hey,
It's WAC Controlled event it runs like this Mortar Hits Statement: if ssnarea(10000,2) and groupalive (3) then ammoarea AMMO_60MM_MORTAR (1) endif Explanation: This example script says that if the player enters area 1 and group 3 is alive then the mortars will begin to fall in area #2. However , once group 3 is dead then the script will stop executing and the mortars will stop! This script starts a mortar attack in area 1 if the player enters area 2 and group #3 is alive. "Or simply like this" Statement: if ssnarea(10000,2) then ammoarea AMMO_60MM_MORTAR (1)
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#3
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Can you post a screenshot?
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#4
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#5
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Of doing it in MED. I am not able to find 'ammoarea AMMO_60MM_MORTAR (1)
endif'. |
#6
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Here's a few reasons why you probably shouldn't bother making WAC instructions for BHD. The BHD wac only works if the user sets a switch for the game. NL made a mistake putting the games on Steam because if your game is a Steam version, the WAC won't work no matter what you do. Last edited by Guest001; 12-13-2017 at 08:23 AM. |
#7
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wac script;
open note pad or "open wac file" in med, if you dont have one find it in files section now heres the script DO WAT TAHA POSTED I AM BUSY PLAYING ON ANDROID lol btw these wacs are very complicated to new mappers About MED; Mission Editor 2.0.5b
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#8
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its da same script used at Shore Patrol but the .wacs in stock camp. are different......
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#9
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Chrislew's Wac Guide maybe? wat follows is a my made wac SPOILER or watever it means: i did not tested it
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#10
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Quote:
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#11
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Not everyone knows about the /d switch or the App and things have changed.
I only ever made one map for BHD that has a WAC, that was to go with the App. The App and WAC do not work in the Steam download of the game. You can build missions with weapon and particle effects using the events editor and teleport targets without using the WAC. That way at least it's guaranteed to work for everyone. |
#12
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Some extras while I'm here
;can be consol or txt - with or without parentheses ;turns on and off with variable 30 ;starts after 10 seconds from game start - use if past 10 to wait for player ;the 7 second interval is required to refresh the text so it can stay on screen without flickering ;the extra 2 text lines hold the readable text line in the top frame if never() then set(v30,0) endif if past(10) and never() then set(v30,1) endif if eq(v30,1) and elapse(7) then text "LIVE FEED: ...Active" text " " text " " endif ;10 second intervals for continuous effects to teleport target if past 1 and elapse 10 then fx2tgt Effect_Name, 01 endif |
#13
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These commands can probably assist you in creating various effects with objects and AI with the game logic - it's up to your imagination and skill
REF: BHD (Master) WAC ;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1) ;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1) ;ammorain(ammo) rain down ammo # somewhere near player ;ammoarea(ammo, area) rain down ammo # somewhere inside area # ;fxrain(fx) rain down effect # somewhere near player ;ssncspd(ssn,speed) set ssn to combat speed of # ;ssnpspd(ssn,speed) set ssn to patrol speed of # ;ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters ;ssnrelease(ssn) remove ssn from emplaced weapon ;ssn2ssn(ssn, ssn) have ssn goto ssn and try to snap to emplaced |
#14
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I've used these in dfx2 - Not sure if they all work but some should and it'll give you an idea of the many different logic structures you can use - debug as needed
REF: ammoarea AMMO_60MM_MORTAR (1) = area 1 ammoarea AMMO_60MM_MORTAR (2) = area 2 ammoarea AMMO_60MM_MORTAR (3) = area 3 etc... Code:
;If variable 50 = 1 - the bombs will all fall in area 1 if eq(v50,1) then ammoarea AMMO_60MM_MORTAR (1) ammoarea ammo_rocket(1) ammoarea ammo_T80Round(1) endif Code:
;area 1, area 2 and area 3 are inside area 4 if ssnarea(player,4) then ammoarea AMMO_60MM_MORTAR (1) ammoarea ammo_rocket(2) ammoarea ammo_T80Round(3) endif Code:
;Random Bombing if past(1) and elapse(40) and random(20) then ammoarea ammo_rocket(1) ammoarea AMMO_60MM_MORTAR(2) ammoarea ammo_T80Round(3) endif Code:
; NOTE CAREFULLY: ne means "not equivalent to value" in this case ne(v10,0) means any change to v10,0 if not ssnarea(10000,10) then set(v10,0) else set(v10,1) endif if ne(v10,0) then ammoarea AMMO_60MM_MORTAR(10) endif Code:
; This specifies a precise point (numeric) in the random function if eq(v15,0) and elapse(15) and eq(rnd, 2) then set(v15,1) endif ; if eq(v15,1) then ammo2tgt AMMO_60MM_MORTAR(16) dec(v15) endif ;dec(v15) is similar to minus 1 from the value but reduces the risk of trigger failure at zero Last edited by Guest001; 12-13-2017 at 10:17 AM. |
#15
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Quote:
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#16
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Like I said - Try them and debug as needed.
or get DFX2 |
#17
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Had a look and dug up some more ammo variants for you to try.
ammo_AI_GRPG ammo_AI_LAW ammo_AI_ROCKET_POD ammo_AMMO_M203_40MM_NADE ammo_ARTYRND ammo_ROCKETAT4 ammo_Rclsrnd ammo_rocket ammo_SIDEWINDER ammo_STINGER |
#18
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these stinger var why this is here
and da oder files wat for them use? srry for bad e glish
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