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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 05-02-2017, 12:53 PM
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Sad 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...
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  #2  
Old 05-03-2017, 01:19 AM
Baldo_the_Don is offline Baldo_the_Don
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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  
Old 05-03-2017, 01:31 AM
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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...
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  #4  
Old 05-03-2017, 01:35 AM
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I want know all things of this fantastic game
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  #5  
Old 05-03-2017, 04:54 AM
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Try this search link to community tutorials for BHD

http://www.novahq.net/maps.php?Categ...Query=tutorial
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  #6  
Old 05-03-2017, 05:07 AM
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Quote:
Originally Posted by Creator View Post
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...
You need the /d switch to make BHD read the wac


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
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  #7  
Old 05-03-2017, 05:12 AM
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Yeah I know
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  #8  
Old 05-03-2017, 05:22 AM
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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  
Old 05-03-2017, 11:15 AM
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Quote:
Originally Posted by Creator View Post
But when I put in the Med or Wac: "set mission variable 1 to 1" what change/happens at the mission?
Ah yes - well it get's back to what Baldo means about switches.

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
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  #10  
Old 05-03-2017, 12:16 PM
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They only serve this?
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  #11  
Old 05-03-2017, 04:57 PM
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Then...the missions variables don't change the mission but they are only "triggers".
Right?
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  #12  
Old 05-04-2017, 06:57 AM
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Quote:
Originally Posted by creator View Post
then...the missions variables don't change the mission but they are only "triggers".
Right?
No.
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  #13  
Old 05-04-2017, 07:01 AM
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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
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  #14  
Old 05-04-2017, 07:04 AM
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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
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  #15  
Old 05-04-2017, 07:06 AM
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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
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  #16  
Old 05-04-2017, 07:25 AM
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i know these (triggers and actions from originals BHD's stock maps)
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  #17  
Old 05-04-2017, 07:26 AM
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from the wac. file
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  #18  
Old 05-04-2017, 07:43 AM
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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
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  #19  
Old 05-04-2017, 08:22 AM
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Quote:
Originally Posted by Creator View Post
anway...i don't have understood very well what change/appens at the mission when use the missions variables...
thanks anyway
No Problem


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
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  #20  
Old 05-04-2017, 09:20 AM
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What is this?
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