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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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mission variables?
what are the missions variables?
can we explain how do they work? PLEASE HELP ME...I WANT PUT THEM IN MY NEW MISSION... |
#2
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Oh man...
The vague explanation: a mission variable is like a switch that you can change with .bms or .wac events. How the switch is triggered and what actions that switch activates is up to you. I really wish I could clearly express the level of flexibility a strong understanding of mission variables allows a mapper to have over triggers and actions, but it's not easy to explain off the cuff. I'll tell you this: I've used variables to make really complicated helicopter patrols with various routes and landing zones. I've used variables to make day-night cycles for DFBHD missions, along with more or less random weather patterns. I even worked up a thing where I had a somali yelling, but the closer you got to him, the quieter the yell got. I like using increasing variables for timers. How about you tell me a bit about what you want to do and I'll tell you what I can to help?
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#3
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Thank Baldo_the_Don
But can you create a tutorial for this thing? I have tried every day this mission variables but the mission doesn't change... |
#4
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I want know all things of this fantastic game
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#5
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Try this search link to community tutorials for BHD
http://www.novahq.net/maps.php?Categ...Query=tutorial |
#6
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Quote:
Make a shortcut to the game and add the switch. Example: Code:
"C:\Program Files (x86)\NovaLogic\Deta Force Black Hawk Down\bhd.exe" /d |
#7
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Yeah I know
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#8
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But when I put in the Med or Wac: "set mission variable 1 to 1" what change/happens at the mission?
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#9
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Quote:
You have to tell the game what you want when the variable is triggered. Example: if player in area 1 set mission variable 1 to 1 If variable 1 equals 1 teleport ssn |
#10
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They only serve this?
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#11
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Then...the missions variables don't change the mission but they are only "triggers".
Right? |
#12
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No.
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#13
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;---VARIABLES & IMMEDIATES (a variable can always be used as an immediate)
;"STRING" immediate string value ;# immediate decimal number ;anim_move immediate equate from ADM file ;ammo_name immediate ammo name (ex. ammo2tgt ammo_rocket 1) ;fx_fxname immediate effect name (ex. fxrain fx_effect_lightning) ;effect_name immediate effect name (ex. fxrain effect_lightning) ;SS_SoundSet immediate soundset name ;sSoundSet immediate soundset name (alternate syntax) ;face_name immediate face name (ex. ssnface 45 face_happy) ;V# V0 to v511 game variables, cleared at start of mission ;G# G0 to vG11 global variables, not cleared during link ;M# Music Script Variable ;result current return/accumulator value (mostly for debug) ;ticks number of seconds into game ;GameOver true is game is over ;Win true if blue team won ;Lose true if red team won ;wind used by SWING, FLICKER, and particle wind2 ;health player's health/hp value ;mana player's mana ;neartype the type of the nearest enemy (from items.def dialog) ;neardist the distance to the nearest organic ;nearmove the anim move of the nearest organic (setable) ;nearid the unique dcb/id of the nearest organic ;neartid the id of the organic's target or 0 if no target ;nearblind ;nearflying ;nearguard ;nearSSN ;nearWP ;nearGroup ;nearHP |
#14
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;---TRIGGERS (# param can be number or variable)
;never() true if current IF has never fired, for one time only events ;elapse(#) true if past # seconds since current IF activated ; ;-IF Link (these commands fire once only for every fire of linked IF) ;previous true if previous IF fired ;chain(#) true if previous IF fired # seconds ago ;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago ; ;-Game Time (seconds of WAC script running) ;past(#) true if past # seconds into game, keeps firing after # ;before(#) true if before # seconds into game. keeps firing before # ;ontick(#) true if ontick #, only fires once ; ;random(#) randomly true 1 in # times, sets RND for additional tests ;location(#) true if you are at that music location ;area(#) true if within MED area without checking vertical ;area3D(#) true if within MED 3D area ;outside() true if you are not in a blink box ;waveready() true if no talking going on ;groupdead(#) true if entire group is dead ;groupalive(#) true if anyone in group is alive ;ssnwounded(#) true if ssn is wounded ;ssndead(#) true if ssn is dead ;ssnalive(#) true if ssn is alive ;ssnride(#) true if any organic is standing on SSN ;ssnridessn true if organic SSN is standing on SSN (order not important) ;meride(#) true if player is standing on SSN ;ssngun(#) true if SSN is using an emplaced weapon ;ssnloc(#,#) true if vehicle or person is in music location ;ssnarea(#,#) true if vehicle or person is in 2D med area # ;ssnarea3D(#,#) true if vehicle or person is in 3D med area # ;dooropen(#) true if group # has door open ;event(#) true if med event has triggered ;squadevent(#) true if squad event is in que, sets squadSSN to talker |
#15
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;---EVENTS (# param can be number or variable)
;squadclear clears squadevent selected by squadevent(#) ;forceanim(anim) forces all organics into anim slot (debug only) ;report("text") pop-up debug report window ;report#("text",#) pop-up debug report window with number ;text("text") output text to chat - right side ;text#("text",#) output text to chat w/# - right side ;consol("text") output text to consol - left side ;consol#("text",#) output text to consol w/# - left side ; ;flash produce a flash of lightning & thunder ;farflash produce a far away flash of lightning & thunder ;quake(#) earthquake for # 10th of a seconds ; ;colorfade(#) seconds for color to transition (zero is normal) ;sun(#,#,#) sets sun rgb ENV override ;sky(#,#,#) sets sky rgb ;ground(#,#,#) sets ground rgb ;ceiling(#,#,#) sets ceiling rgb ;floor(#,#,#) sets floor rgb (inside ground) ;lightning(#,#,#) sets the color of the lightning ;cloud(#,#,#) sets the cloud color ;gain(#,#,#) sets the brightness of the whole scene ; ;fogcolor(#,#,#) set fogcolor to R,G,B, changes at color fade rate ;fog(#,#,#) same as fogcolor ;skyfogcolor(#,#,#) set skyfogcolor to R,G,B ;skyfog(#,#,#) same as skyfogcolor ;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall ;fogdist(#) sets fogdist to # meters ;movefog(#,#) move fogdist to # meters over # seconds ;skyspeed(#) sets the sky movement speed ;skyheight(#) sets the height of the sky ; ;sound(sSSNAME, dist, head) plays soundset at distance(meters) and heading(bangle) ; ;nearwave("wave.wav", dist) plays wave file from the mouth of the nearest enemy with max dist to be heard ;nearanim(anim_move) sets the nearest enemy to ADM move slot ;SSNwave(ssn, "wave.wav", dist) plays wave file from the mouth of the ssn with max dist to be heard ;SSNanim(ssn, anim_move) sets the ssn to ADM move slot ;SSNradio(ssn, "wave.wav") sets the ssn to talk on radio ; ;SSNmax(ssn, maxengage) set max engage distance ;SSNmin(ssn, minengage) set min engage distance ;SSNatt(ssn, maxattack) set max attack distance ;SSNSpawn(ssn, spawn count) set the spawn count, 0=don't respawn ;GroupMax(group, maxengage) set max engage distance ;GroupMin(group, minengage) set min engage distance ;GroupAtt(group, maxattack) set max attack distance ;GroupSpawn(group, spawn count) set the spawn count, 0=don't respawn ;remove(grp) remove group # without a trace ;kill(grp) kill group # ;removeSSN(ssn) remove SSN # without a trace ;killSSN(ssn) kill SSN # ;teleport(grp,tgt) teleport group # to target # ;telessn(ssn, tgt) teleport SSN # to target # ;targetfx(tgt) create med particle fx at target # ;sound2tgt(ss,tgt) create ssoundset at target # (ex. sound2tgt sSoundSet 1) ;ss2ssn(ss,ssn) create ssoundset at center of ssn ;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1) ;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1) ;opendoors(group) open doors in group # ;closedoors(group) close doors in group # ;SSNtoWP(ssn, wp) redirect SSN to WP list ;GtoWP(group, wp) redirect Group to WP list ;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 ;ssnface(ssn, face) set face expression of ssn ;ssnguard(ssn, #) set ssn to guard 1=ON, 0=Off ;ssnturn(ssn, heading) turn ssn to heading 0-360 |
#16
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i know these (triggers and actions from originals BHD's stock maps)
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#17
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from the wac. file
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#18
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anway...i don't have understood very well what change/appens at the mission when use the missions variables...
thanks anyway |
#19
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Quote:
If ontick(1) and random(5) then dornd rain(30) // light rain wind(22) overcast(50) skyspeed(36) farflash() next rain(100) // heavy rain wind(33) overcast(100) skyspeed(50) farflash() next rain(60) // medium heavy rain wind(26) overcast(70) skyspeed(38) flash() next rain(0) // no rain wind(7) overcast(33) skyspeed(33) farflash() enddo endif |
#20
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What is this?
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