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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  
Old 06-20-2011, 11:03 PM
Guest001 is offline Guest001
Registered User

Join Date: Aug 2008
Posts: 4,971

This

//...[GREYBIRD EXTREME]
//...[v1.0]
//...[DFX2MEd 2.60]
//...[Stompem]
//...[May 2011]
//
//...[START]
//
if elapse(2) and random(12) and waveready() then
lightning(25,25,25)
wave("thunder2.wav")
flash()
endif
//
if never() then
fallmps=40
//rain(50,600)
//overcast(50,600)
ssnhp(1089,30000)
//ssnhp(134,25000)
//ssnhp(135,25000)
//ssnhp(136,25000)
endif
//
if past(1) and never() then
consol("<c00c000>[INFO]<-co> Western Approach 2002-12-07T03:01Z")
endif
//
if chain(3) and waveready() and never() then
wave("Bubble.wav")
consol("<c00c000>[INFO]<-co> This base is the prize!")
endif
//
if chain(3) and waveready() and never() then
wave("Bubble.wav")
consol("<c00c000>[INFO]<-co> Stage 1: Reach the launch pad alive!")
endif
//
//if ssnarea(10000,10) and waveready() and never() then
//wave("Tempo2.wav")//bat wings
//endif
//
if ssnarea(10000,9) and waveready() and never() then
wave("Warning.wav")
consol("<cfFF0505>[ALERT] !Incoming Rounds Detected!")
endif
//
if ssnarea(14) and never() then
ammoarea ammo_rocket(14)
ammoarea AMMO_60MM_MORTAR(10)
endif
//
//if ssnarea(10000,7) and never() then
//killssn(217)
//endif
//
if event(46) and waveready() and never() then
wave("MACR101.wav")//sub for GoGoGo wav
endif
//
if event(52) and waveready() and never() then
wave("MACR214.wav")//Watch out Enemy spotted!
consol("<cfc8932>[CAUTION]<-co> Enemy contact West of your position")
endif
//
//if event(56) and waveready() and never() then
if chain(4) and waveready() and never() then
wave("MACR199.wav")//I need some back-up here
endif
//
if chain(3) and waveready() and never() then
wave("AMPV260.wav")//evasive action
endif
//
if chain(11) and waveready() and never() then
wave("COMD584.wav")
endif
//
//////////////////////!OFF MISSION!/////////////////////////////////
if event(35) and never() then
wave("Warning.wav")
consol("<cfFF0505>[Get back on mission! You have 10 seconds!")
endif
if chain(2) and never() then
text(" <c00c000> 00h00:10")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:09")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:08")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:07")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:06")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:05")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:04")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:03")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:02")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:01")
endif
if chain(1) and never() then
text(" <c00c000> 00h00:00")
endif
/////////////////////////////////////////////////////////////////
//
if event(43) and waveready() and never() then
wave("AMPV541.wav")//Man the weapon
endif
//
if chain(3) and waveready() and never() then
wave("Bubble.wav")
consol("<c00c000>[INFO]<-co> Get in the tank and man the 50.cal")
endif
//
if chain(3) and waveready() and never() then
wave("Bubble.wav")
consol("<c00c000>[INFO]<-co> Stage 2: Defend this area against attack!")
endif
//
if event(48) and waveready() and never() then
wave("warning.wav")
consol("<cfFF0505>[ALERT] Prepare for enemy attack!")
endif
//
if chain(6) and waveready() and never() then
wave("Delbird.wav")
endif
//
if chain(6) and waveready() and never() then
wave("MACR207.wav")//Let 'em come I got 'em
endif
//
if chain(7) and waveready() and never() then
wave("Alpchop3.wav")
endif
//
if chain(7) and waveready() and never() then
wave("callinco.wav")
endif
//
if chain(7) and waveready() and never() then
wave("AMPV170.wav")
endif
//
if event(26) and waveready() and never() then
wave("warning.wav")
consol("<cfFF0505>[ALERT] Elite squadron approaching!")
endif
//
if chain(7) and waveready() and never() then
wave("BTRdamn.wav")// where is our air support
endif
//
if chain(3) and waveready() and never() then
wave("COMD507.wav")//Negative, Charlie. There is no available air support
endif
//
if chain(7) and waveready() and never() then
wave("CHAR502.wav ")
endif
//
if chain(7) and waveready() and never() then
wave("BTRopfr.wav")
endif
//
if event(31) and waveready() and never() then
wave("Bubble.wav")
consol("<c00c000>[INFO]<-co><cf505050> Enemy Destroyed!")
endif
//
if chain(3)and waveready() and never() then
wave("Delanni.wav")
endif
//
if chain(3)and waveready() and never() then
wave("goodjob.wav")
endif
//
if ssnseesssn(10000,21) and waveready() and never() then
wave("Alpchop1.wav")
endif
//
if chain(3) and waveready() and never() then
wave("AlpCHAR.wav")
endif
//
if ssnseesssn(92,12) and waveready() and never() then
wave("Alpchop2.wav")
endif
//
if event(6) and waveready() and never() then
wave("Alpbrhe.wav")
endif
if chain(3) and waveready() and never() then
wave("AMPV408.wav")//Yee haw!
endif
//
if event(7) and waveready() and never() then
wave("Alpnish.wav")
endif
if chain(3) and waveready() and never() then
wave("AMPV428.wav")//You are dead pal
endif
if chain(3) and waveready() and never() then
wave("AMPV432.wav")//Oh yeah ! .... Oh yeah !
endif
//
if ssnseesssn(10000,11) and waveready() and never() then
wave("Alppin.wav")
endif
//
if chain(9) and waveready() and never() then
wave("ALPHedn.wav")
endif
//
if ssnarea(10000,12) and never() then
ammo2tgt AMMO_60MM_MORTAR(27)
ammo2tgt AMMO_60MM_MORTAR(28)
killssn(236)
endif
//
if ssnarea(10000,1) then
ammoarea ammo_rocket(2)
ammoarea ammo_rocket(3)
ammoarea ammo_T80Round(4)
ammoarea ammo_T80Round(16)
endif
//
if event(33) and random(3) then
ammoarea AMMO_60MM_MORTAR(5)
endif
if chain(4) and random(4) then
ammoarea ammo_rocket(5)
endif
if chain(5) and random(5) then
ammoarea ammo_T80Round(5)
endif
if ssnarea(10000,11) then
ammoarea ammo_T80Round(16)
ammoarea ammo_rocket(16)
endif
//
//
//...[Audio]
//if elapse(4) and random(5) and waveready() then
//wave("Warning.wav")
//endif
//
if ssnarea(10000,15) and random(3) then
ammoarea ammo_T80Round(16)
endif
if chain(13) and random(3) then
ammoarea AMMO_60MM_MORTAR(16)
endif
if chain(15) and random(5) then
ammoarea ammo_T80Round(16)
endif
//if ssnarea(10000,1) and never() then
//teleport(1,2)
//endif
//
//if ssnarea(10000,2) and never() then
//teleport(1,1)
//endif
//AlpsprE.wav -Sniper to the East!
//ALPHedn.wav -He's down He's down!
//AlpsprW.wav -Sniper to the West!
//Alptclr.wav -Tower clear.
if event(78) and waveready() and never() then
wave("Alptclr.wav")
consol("<c00c000>[INFO]<-co> Tower Clear")
endif
//
if event(96) and waveready() and never() then
wave("Alptclr.wav")
consol("<c00c000>[INFO]<-co> Tower Clear")
endif
//
if ssndead(3) and waveready() and never() then
wave("Alpnish.wav")//nice shot!
endif

//
if ssndead(2) and waveready and never() then
wave("Alptkhm.wav")//took him out!
endif
//
//if event(92) and never() then
//Area10
//endif
//
//if event(93) and never() then
//Area19
//endif
//
//if event(94) and never() then
//Area20
//endif
//
//if event(95) and never() then
//Area21
//endif
//
//...[END]


Combined with this


// Event List for C:\Games\FPS\Delta Force Extreme 2\Greybird Extreme.mis, saved on 6/21/2011, 13:30


Event 0: Enemy Crews To Helos

Delay event 20 seconds

Triggers:

Event 43 has been triggered and
SSN 10000 is within area 1
Actions:

Redirect group 4 to waypoint 125 - 12
Redirect group 6 to waypoint 125 - 13
Redirect group 8 to waypoint 125 - 16
Redirect group 10 to waypoint 125 - 19
Redirect group 12 to waypoint 125 - 14
Redirect group 14 to waypoint 125 - 10
Redirect group 16 to waypoint 125 - 17
Redirect group 18 to waypoint 125 - 15
Redirect group 20 to waypoint 125 - 8
Redirect group 22 to waypoint 125 - 18
Redirect group 26 to waypoint 125 - 9

Event 1: Tank Moves Off

Triggers:

Player On Gun (SSN 7)
Actions:

Redirect SSN 7 to waypoint 1-0

Event 2: Tank Reaches Position1

Triggers:

SSN 7 has reached waypoint 1, 1
Actions:

Redirect SSN 7 to waypoint 0-0

Event 3: Kill Helo1, G52 Blue

Triggers:

Group 4 has lost 2 or more units
Actions:

Kill Group 3

Event 4: Kill Helo2

Triggers:

Group 6 has lost 2 or more units
Actions:

Kill Group 5

Event 5: Kill Helo3

Triggers:

Group 8 has lost 2 or more units
Actions:

Kill Group 7

Event 6: Kill Helo4

Triggers:

Group 10 has lost 2 or more units
Actions:

Kill Group 9

Event 7: Kill Helo5

Triggers:

Group 12 has lost 1 or more units
Actions:

Kill Group 11

Event 8: Kill Helo6

Triggers:

Group 14 has lost 1 or more units
Actions:

Kill Group 13

Event 9: Kill Helo7

Triggers:

Group 16 has lost 1 or more units
Actions:

Kill Group 15

Event 10: Kill Helo8

Triggers:

Group 18 has lost 2 or more units
Actions:

Kill Group 17

Event 11: Kill Helo9

Triggers:

Group 20 has lost 3 or more units
Actions:

Kill Group 19

Event 12: Kill Helo10

Triggers:

Group 22 has lost 1 or more units
Actions:

Kill Group 21

Event 13: Kill Helo11

Triggers:

Group 24 has lost 3 or more units

Event 14: Kill Helo12 Redirct Assist, G52 green

Delay event 10 seconds

Triggers:

Event 3 has been triggered and
Event 4 has been triggered and
Event 5 has been triggered and
Event 6 has been triggered and
Event 7 has been triggered and
Event 8 has been triggered and
Event 9 has been triggered and
Event 10 has been triggered and
Event 11 has been triggered and
Event 12 has been triggered
Actions:

Redirect group 43 to waypoint 20 - 0
Change Group 43 AI : AI state to Follow Waypoint
Redirect group 45 to waypoint 21 - 0
Change Group 45 AI : AI state to Follow Waypoint
Redirect group 47 to waypoint 22 - 0
Change Group 47 AI : AI state to Follow Waypoint
Change Group 52 to Team Green

Event 15: Vaporise Helo1

Delay event 5 seconds

Triggers:

Event 3 has been triggered
Actions:

Vaporize Group 3

Event 16: Vaporise Helo2

Delay event 5 seconds

Triggers:

Event 4 has been triggered
Actions:

Vaporize Group 5

Event 17: Vaporise Helo3

Delay event 5 seconds

Triggers:

Event 5 has been triggered
Actions:

Vaporize Group 7

Event 18: Vaporise Helo4

Delay event 5 seconds

Triggers:

Event 6 has been triggered
Actions:

Vaporize Group 9

Event 19: Vaporise Helo5

Delay event 5 seconds

Triggers:

Event 7 has been triggered
Actions:

Vaporize Group 11

Event 20: Vaporise Helo6

Delay event 5 seconds

Triggers:

Event 8 has been triggered
Actions:

Vaporize Group 13

Event 21: Vaporise Helo7

Delay event 5 seconds

Triggers:

Event 9 has been triggered
Actions:

Vaporize Group 15

Event 22: Vaporise Helo8

Delay event 5 seconds

Triggers:

Event 10 has been triggered
Actions:

Vaporize Group 17

Event 23: Vaporise Helo9

Delay event 5 seconds

Triggers:

Event 11 has been triggered
Actions:

Vaporize Group 19

Event 24: Vaporise Helo10

Delay event 5 seconds

Triggers:

Event 12 has been triggered
Actions:

Vaporize Group 21

Event 25: Vaporise Helo11

Delay event 5 seconds

Triggers:

Event 13 has been triggered
Actions:

Create particle effect at teleport target 22

Event 26: Vaporise Helo12

Delay event 5 seconds

Triggers:

Event 14 has been triggered
Actions:

Vaporize Group 25

Event 27: Boss Helo

Triggers:

Event 43 has been triggered and
SSN 10000 is alive and
Group 49 is still alive and
Group 50 is still alive and
Group 63 has been destroyed
Actions:

Show Win Subgoal 3

Event 28: Boss Helo Crew

Delay event 5 seconds

Triggers:

Event 27 has been triggered and
Odd Numbered Time Playing
Actions:

Redirect SSN 1089 to waypoint 12-0
Change SSN 1089 AI : AI state to Follow Waypoint

Event 29: Player Killed by boss, lose subgoal 4

Triggers:

SSN 1089 has target SSN 10000 and
SSN 10000 is dead
Actions:

Lose Sub Goal 4 [Mission Critical]

Event 30: Player killed by boss - Lose Condition

Delay event 5 seconds

Triggers:

Event 29 has been triggered
Actions:

Win, Red

Event 31: Boss helo dead, win subgoal 3

Delay event 3 seconds

Triggers:

SSN 1089 is dead
Actions:

Kill Group 44
Kill Group 46
Kill Group 48

Event 32: Cleared Approach, win subgoal 1

Triggers:

SSN 10000 is within area 1 and
Event 55 has been triggered
Actions:

Change Group 50 AI : Red Alert
Change Group 50 AI : engagement range (80m - 140m)
Change Group 50 AI : set Attack Distance to 80
Win Sub Goal 1 [Mission Critical]
Show Win Subgoal 2

Event 33: Start

Triggers:

SSN 10000 is alive
Actions:

Teleport SSN 10000 to target 3
Create particle effect at teleport target 7
Create particle effect at teleport target 8
Create particle effect at teleport target 9
Create particle effect at teleport target 10
Create particle effect at teleport target 11
Create particle effect at teleport target 12
Show Win Subgoal 1

Event 34: Back to ground

Delay event 10 seconds

Triggers:

Event 33 has been triggered
Actions:

Teleport SSN 10000 to target 4

Event 35: Not in area 6, show lose subgoal 3

Reset after 14 seconds

Triggers:

SSN 10000 is not within area 6
Actions:

Execute WAC

Event 36: Outside mission area, Win Red

Triggers:

Event 35 has been triggered and
Player has been outside of mission area for 13 seconds
Actions:

Lose Sub Goal 3 [Mission Critical]
Win, Red

Event 37: Base not defended, gp49 destroyed

Triggers:

Group 49 has been destroyed
Actions:

Kill Group 51

Event 38: Base not defended, lose subgoal 2

Triggers:

Event 37 has been triggered
Actions:

Kill Group 50
Lose Sub Goal 2 [Mission Critical]

Event 39: Base not defended, win red

Delay event 5 seconds

Triggers:

Event 38 has been triggered
Actions:

Win, Red

Event 40: Redirect team1

Triggers:

SSN 10000 is within area 1 and
Event 43 has not been triggered and
Group 35 is still alive
Actions:

Redirect group 35 to waypoint 125 - 216
Redirect group 58 to waypoint 125 - 216

Event 41: Redirect team2

Triggers:

Group 35 is within area 1 or
SSN 10000 is within area 1 and
Event 60 has been triggered
Actions:

Kill SSN 912

Event 42: Win

Delay event 3 seconds

Triggers:

Event 31 has been triggered and
Event 32 has been triggered
Actions:

Win Sub Goal 3 [Mission Critical]
Win, Blue

Event 43: Base Secure Show win sub3

Triggers:

Group 34 has been destroyed and
Group 35 has been destroyed and
Group 53 has been destroyed and
Group 54 has been destroyed and
Group 57 has been destroyed and
Group 58 has been destroyed and
Group 59 has been destroyed and
Group 60 has been destroyed and
Group 61 has been destroyed
Actions:

Win Sub Goal 2 [Mission Critical]

Event 44: Player killed at perimeter

Delay event 1 seconds

Triggers:

SSN 10000 is dead and
Event 43 has not been triggered and
Event 82 has not been triggered
Actions:

Kill Group 33
Kill Group 51
Show Lose Subgoal 1

Event 45: Lose perimeter, lose subgoal 1, win red

Delay event 2 seconds

Triggers:

Event 44 has been triggered
Actions:

Lose Sub Goal 1 [Mission Critical]
Win, Red

Event 46: In area 8 sub by area15

Triggers:

SSN 10000 is within area 15 and
Group 49 is still alive
Actions:

Kill SSN 200
Vaporize SSN 318
Kill SSN 232
Kill SSN 231
Kill SSN 235
Kill SSN 234
Change SSN 1 AI : set Attack Distance to 120
Change SSN 1 AI : engagement range (120m - 120m)
Change SSN 35 AI : engagement range (30m - 320m)

Event 47: Player win subgoal 1

Delay event 2 seconds

Triggers:

Event 32 has been triggered and
Group 50 is still alive
Actions:

Kill SSN 211

Event 48: Helo Approaching

Triggers:

SSN 12 is within 710m from SSN 10000
Actions:

Redirect SSN 1124 to waypoint 39-0
Change SSN 1124 AI : AI state to Follow Waypoint

Event 49: G34 or 35 lost 1, inc var 2+1

Triggers:

Group 34 has lost 2 or more units
Actions:

Increment Mission Var#2 by 1

Event 50: setvar2,0

Actions:

Set Mission Var#2 to 0

Event 51: Tele Enemy1 E34 trip, tele gp53 to tgt5 delay10

Delay event 25 seconds

Triggers:

Event 33 has been triggered and
Event 34 has been triggered and
Event 62 has been triggered
Actions:

Teleport group 59 to target 44
Redirect group 59 to waypoint 125 - 335

Event 52: Redirect enemy to player1

Triggers:

SSN 31 is within area 6
Actions:

Execute WAC
Redirect group 60 to nearest waypoint in list 127

Event 53: soldier 2 dead

Triggers:

SSN 2 is dead and
Odd Numbered Time Playing
Actions:

Kill SSN 20

Event 54: soldier 3 dead

Triggers:

SSN 2 is dead and
Even Numbered Time Playing and
SSN 27 is alive
Actions:

Teleport SSN 27 to target 17

Event 55: soldier 4 dead

Triggers:

SSN 2 is dead and
SSN 3 is dead and
SSN 4 is dead and
Event 46 has been triggered and
Event 62 has been triggered
Actions:

Kill SSN 206
Kill SSN 207
Kill SSN 208

Event 56: Trigger Alert

Triggers:

Event 51 has been triggered
Actions:

Execute WAC

Event 57: Player in area 1 Trigger respawn

Triggers:

SSN 10000 is within area 1 and
Event 43 has not been triggered and
Event 55 has been triggered
Actions:

Change Group 49 AI : Red Alert
Redirect SSN 6 to waypoint 125-231

Event 58: area 13

Delay event 15 seconds

Triggers:

SSN 10000 is within area 13 and
Odd Numbered Time Playing
Actions:

Teleport group 54 to target 6
Teleport group 53 to target 5
Redirect group 53 to nearest waypoint in list 127
Redirect group 54 to nearest waypoint in list 127

Event 59: e58 triggered incvar2,0 to 2,1

Triggers:

Event 58 has been triggered and
Even Numbered Time Playing
Actions:

Increment Mission Var#2 by 1

Event 60: Tele Enemy3, tele gp58 to tgt6 delay8

Triggers:

SSN 10000 is within area 1 and
Event 55 has been triggered and
Group 58 is still alive
Actions:

Teleport group 58 to target 16

Event 61: Boss HELO alternate route

Triggers:

Event 27 has been triggered and
Even Numbered Time Playing
Actions:

Redirect SSN 1089 to waypoint 35-0
Change SSN 1089 AI : AI state to Follow Waypoint

Event 62: area 7

Delay event 2 seconds

Triggers:

SSN 10000 is within area 7 and
Even Numbered Time Playing
Actions:

Kill SSN 195
Teleport SSN 4 to target 21

Event 63: var2=2,1 killssn137

Triggers:

Mission Var#2 is equal to 1 and
Even Numbered Time Playing and
SSN 35 is alive
Actions:

Kill SSN 137
Teleport SSN 35 to target 29
Teleport SSN 37 to target 22

Event 64: var2=2,1 killssn3

Triggers:

Mission Var#2 is equal to 1 and
Odd Numbered Time Playing
Actions:

Teleport SSN 35 to target 22
Teleport SSN 37 to target 29
Kill SSN 137

Event 65: var=2,2even

Triggers:

Mission Var#2 is equal to 2 and
Even Numbered Time Playing
Actions:

Kill SSN 1101
Teleport SSN 32 to target 40

Event 66: var=2,2odd

Triggers:

Mission Var#2 is equal to 2 and
Odd Numbered Time Playing
Actions:

Kill SSN 1103
Teleport SSN 32 to target 29

Event 67: Random Area1a

Triggers:

SSN 10000 has reached waypoint 14, 0 and
Even Numbered Time Playing
Actions:

Teleport SSN 4 to target 19
Teleport SSN 3 to target 20
Teleport SSN 2 to target 21

Event 68: Random Area1b

Triggers:

SSN 10000 has reached waypoint 14, 0 and
Odd Numbered Time Playing
Actions:

Teleport SSN 3 to target 19
Teleport SSN 2 to target 20

Event 69: Random Area2a

Triggers:

SSN 10000 is within area 11 and
Even Numbered Time Playing
Actions:

Redirect group 58 to waypoint 125 - 235
Redirect group 59 to waypoint 125 - 236

Event 70: Random Area4a

Triggers:

Even Numbered Time Playing and
SSN 1 is alive
Actions:

Teleport SSN 1 to target 30
Change SSN 1 AI : set Attack Distance to 16
Change SSN 1 AI : engagement range (16m - 16m)

Event 71: Boss group crews

Actions:

Redirect group 24 to waypoint 125 - 1089

Event 72: E51trig tele grp34 to tgt13

Triggers:

Event 51 has been triggered
Actions:

Teleport group 34 to target 13

Event 73: E72trig tele grp35 to tgt14

Triggers:

Event 72 has been triggered
Actions:

Teleport group 35 to target 14

Event 74: E73trig tele grp57 to tgt15

Triggers:

Event 73 has been triggered
Actions:

Teleport group 57 to target 15

Event 75: E62trig tele grp60 to tgt18 - even

Triggers:

Event 62 has been triggered and
Even Numbered Time Playing
Actions:

Teleport group 60 to target 18

Event 76: E62trig tele grp60 to tgt38 - odd

Triggers:

Event 62 has been triggered and
Odd Numbered Time Playing
Actions:

Teleport group 60 to target 38

Event 77: Key in event 58, area13

Triggers:

SSN 10000 is within area 13 and
Even Numbered Time Playing
Actions:

Teleport group 54 to target 34
Teleport group 53 to target 33
Redirect group 53 to waypoint 125 - 5
Redirect group 54 to waypoint 125 - 6

Event 78: Tower1 Guard dead

Triggers:

SSN 1 is dead and
SSN 1 is within area 17
Actions:

Execute WAC

Event 79: Siege thugs, redirect Jeep Even

Triggers:

Event 67 has been triggered
Actions:

Redirect SSN 1419 to waypoint 40-0
Change SSN 1419 AI : AI state to Follow Waypoint

Event 80: Siege thugs, redirect Jeep Odd

Delay event 10 seconds

Triggers:

Event 68 has been triggered
Actions:

Redirect SSN 1419 to waypoint 40-0
Change SSN 1419 AI : AI state to Follow Waypoint

Event 81: Siege thugs, engagement range

Triggers:

Group 63 is within area 18
Actions:

Redirect group 63 to nearest waypoint in list 127
Change Group 63 AI : engagement range (16m - 120m)
Change Group 63 AI : engagement range (16m - 120m)
Change Group 63 AI : Red Alert

Event 82: Player at waypoint1

Triggers:

SSN 10000 is within area 1 and
Group 49 is still alive and
Group 50 is still alive and
Group 4 is still alive
Actions:

Create particle effect at teleport target 41

Event 83: Player Area 16

Triggers:

SSN 10000 is within area 16 and
SSN 5 is alive
Actions:

Redirect SSN 5 to nearest waypoint in list 127

Event 84: Link 37 Base not defended, gp49 destroyed

Triggers:

Group 49 has been destroyed and
Group 33 is still alive
Actions:

Kill Group 33

Event 85: Send assistant to player

Triggers:

SSN 10000 is within area 16 and
SSN 1405 is alive
Actions:

Redirect SSN 1405 to nearest waypoint in list 127

Event 86: Send assistant to base

Triggers:

SSN 10000 is within area 11 and
SSN 1405 is alive
Actions:

Redirect SSN 1405 to waypoint 125-799

Event 87: Assistant awareness increased

Triggers:

SSN 1405 is within area 13
Actions:

Change SSN 1405 AI : set Attack Distance to 16
Change SSN 1405 AI : engagement range (16m - 140m)

Event 88: Event 89


Event 89: Siege thugs alternate spawn

Triggers:

Event 88 has been triggered and
SSN 1402 is alive and
SSN 1403 is alive and
SSN 1404 is alive and
Odd Numbered Time Playing
Actions:

Teleport SSN 1402 to target 41
Teleport SSN 1403 to target 43

Event 90: area 7 Alt

Delay event 2 seconds

Triggers:

SSN 10000 is within area 7 and
Odd Numbered Time Playing
Actions:

Kill SSN 195

Event 91: soldier 3 dead ALT

Triggers:

SSN 2 is dead and
Odd Numbered Time Playing and
SSN 27 is alive
Actions:

Teleport SSN 27 to target 42

Event 92: Area 10

Triggers:

SSN 10000 is within area 10
Actions:

Execute WAC

Event 93: Area19

Triggers:

SSN 10000 is within area 19
Actions:

Execute WAC

Event 94: Area20

Triggers:

SSN 10000 is within area 20
Actions:

Execute WAC

Event 95: Area21

Triggers:

SSN 10000 is within area 21
Actions:

Execute WAC

Event 96: Tower2 Guard dead

Triggers:

SSN 27 is dead and
SSN 27 is within area 22
Actions:

Execute WAC

Event 97: Event 96


is a good example
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  #22  
Old 06-20-2011, 11:11 PM
Swifty Helen is offline Swifty Helen
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Iteresting information, learning a lot! thanks to all!
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  #23  
Old 06-21-2011, 01:45 AM
MERMITE is offline MERMITE
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Interesting concept, why download and play?? when you can read it in 2 minutes??

but Stomp, how can you elapse 2 seconds(into game) then expect the engine to
past 2 seconds then throw in a 'if never()' then why not chain a few times just to blow a bit more ego ...blah blah....and blah. talk about over the top. Yes it will work but it's not effiecent or good practice.

Mate... drop a copy of the .wac off at godfathers (http://nile.dfreload.com/index.php?act=home)...say you wanna reduce it's size or sumthing or better go and read his .wac wiki.



"M"
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  #24  
Old 06-21-2011, 09:49 AM
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Quote:
Originally Posted by MERMITE View Post
Interesting concept, why download and play?? when you can read it in 2 minutes??

but Stomp, how can you elapse 2 seconds(into game) then expect the engine to
past 2 seconds then throw in a 'if never()' then why not chain a few times just to blow a bit more ego ...blah blah....and blah. talk about over the top. Yes it will work but it's not effiecent or good practice.

Mate... drop a copy of the .wac off at godfathers (http://nile.dfreload.com/index.php?act=home)...say you wanna reduce it's size or sumthing or better go and read his .wac wiki.





"M"
To get what I want will require more editing and refinement.
You may play it like anyone else and pass comment then my witty friend.
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  #25  
Old 06-21-2011, 10:01 AM
Guest001 is offline Guest001
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius - and a lot of courage to move in the opposite direction.
Albert Einstein

Think about this, how big should a wac be?
How big should a map be?
Each are relative to the other.

It is better to remain silent and be thought a fool than to open one's mouth and remove all doubt.
Abraham Lincoln
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  #26  
Old 06-21-2011, 02:39 PM
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Lol.
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  #27  
Old 06-23-2011, 01:48 AM
MERMITE is offline MERMITE
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It is better to remain silent and be thought a fool than to SEND ONE'S ENTIRE WAC and remove all doubt.


lol
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  #28  
Old 06-23-2011, 03:27 AM
dave61 is offline dave61
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Quote:
Originally Posted by MERMITE View Post
It is better to remain silent and be thought a fool than to SEND ONE'S ENTIRE WAC and remove all doubt.


lol
"...blah blah....and blah." ~ Mermite
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  #29  
Old 06-23-2011, 04:36 PM
Luis is offline Luis
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Mission Variables are perfect,
To use with .wac files!!
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  #30  
Old 06-25-2011, 09:55 PM
Dashie is offline Dashie
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A mission variable is just like the variables you learned about in math class. Except, instead of using A,B,C; or X,Y,Z, it uses numbers.

Basically, they're just a number that means something, but can mean anything. For example, if I make mission variable 1 = SSNHP (your health), whenever I change variable 1 to a certain number, it will set your health to that number.

X = 1
V1 = 1

Same thing

Set X to 2
Now X = 2

Set V1 to 2
Now V1=2

Same thing



Basically, mission variables look extremely complicated if you don't know what they are, but once you realize what they are, you will smack yourself with a shoe because the concept of them is so simple. It's one of those things that is easy to think about once you know it, but hard to explain.

Basically, just like in algebra, a mission variable is something that can mean anything until you set it to something. For example, Var1 can mean anything until I change it to a value. I can change it to as many values as I please, use it in equations, or use it to add stuff.


For example, if I set mission variable to 1, and then set an event to add 1 to this variable every second, after 60 seconds the variable would equal 61 (counting the initial value of one, plus 60 seconds, with 1 being added every second for 60 seconds).


In algebra, if you assign a value to X, such as X = 2, X will equal 2. The same is true with mission variables, with your variable being in the place of X (but being the exact same concept).


Simply put, a variable is a value that, living up to its name, is variable (can vary depending on what you do with it).
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  #31  
Old 07-25-2011, 02:12 AM
Guest001 is offline Guest001
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Hello...
It that different thing if something you as?

Last edited by Guest001; 07-25-2011 at 07:26 AM.
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  #32  
Old 07-26-2011, 01:58 AM
MERMITE is offline MERMITE
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Some notes to add for those still into these switches, (sum but not ALL my work)


Using variables as a trigger

if eq(v9, 1) and never() then // IF V9=1
SSNtoWP(66721,7) // Send AI Chopper to Waypoint List 7
This way you can have it loaded. running and waiting for takeoff
endif

You can then setup anything as your actual trigger for the chopper, EXAMPLE
If we kill an AI

if Never() and ssndead(1149) then // IF Never Before and Object # is dead
set(v9, 1) // Set V9=1 And POW Your chopper is airborn!
endif

Or you could even send another AI to check on his fallen buddie with

if eq(v9, 1) and never() then // IF V9=1
SSN2SSN(1150,1149) // Send AI 1150 to check on 1149
endif

or


Variables (VAR/VARS) are just memory storage locations which can be changed by the user/mapper.

Remember it's only going to store a numerical value for you.
You can make this value go up or down, by one integer (i.e. whole number) at a time (using 'inc' and 'dec') or go up and down in bigger steps using 'add' and 'sub'.


The 'V' just lets us and the game know its a variable.

You can use V0 to V256 as game variables, which cleared (zeroed) at start of mission

UPDATE: My tests have shown that variables are NOT always cleared at the start of a mission and for reliability they should be initialised (see note at bottom).

You could for example use a VAR to store the number of deaths of an AI. A typical and common use is the counting of civilian AI, so that in a mission the JO team can loose by killing too many of them.

Example:

QUELLTEXT
IF NEVER() THEN // Initialise variable, usually to zero (but not necessarily).
set(V10,0) // Called var 10 just because I wanted to.
ENDIF

IF ssndead(#1) AND NEVER() THEN
inc(V10) // if this civilian gets killed add 1 to v10
ENDIF

IF ssndead(#2) AND NEVER() THEN
inc(V10)
ENDIF

IF ssndead(#3) AND NEVER() THEN
inc(V10)
ENDIF

//Put as many ssn's as you like here, (in the above format)
//Then add the compare code (below) to check the VAR.

If gt(V10,4) AND NEVER() THEN // If greater than 4 civilians dead the rebels win.
Win(2)
ENDIF


Basically each time an AI is killed, then V10 gets incremented, untill it gets to 4, then................in this case somebody (the rebels) win.
It doesn't matter which ones are killed or in what order, all that matters is that if you have say ten AI civies and any four get killed the variable V10 will equal 4 and activate the win(2) action.

Initialising VARS:
To be absolutely sure your variable starts at the value you want it to, include this code, using the VAR# to the # of your choice.

QUELLTEXT
IF NEVER() THEN
set(V#, #) [ie.set(v50,1]
V# = 0
ENDIF

Variables are an extremely powerful tool and their uses are probably only limited by your imagination.


"M"
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  #33  
Old 07-26-2011, 12:09 PM
dave61 is offline dave61
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Quote:
Originally Posted by MERMITE View Post
Some notes to add for those still into these switches, (sum but not ALL my work)


Using variables as a trigger

if eq(v9, 1) and never() then // IF V9=1
SSNtoWP(66721,7) // Send AI Chopper to Waypoint List 7
This way you can have it loaded. running and waiting for takeoff
endif

You can then setup anything as your actual trigger for the chopper, EXAMPLE
If we kill an AI

if Never() and ssndead(1149) then // IF Never Before and Object # is dead
set(v9, 1) // Set V9=1 And POW Your chopper is airborn!
endif

Or you could even send another AI to check on his fallen buddie with

if eq(v9, 1) and never() then // IF V9=1
SSN2SSN(1150,1149) // Send AI 1150 to check on 1149
endif

or


Variables (VAR/VARS) are just memory storage locations which can be changed by the user/mapper.

Remember it's only going to store a numerical value for you.
You can make this value go up or down, by one integer (i.e. whole number) at a time (using 'inc' and 'dec') or go up and down in bigger steps using 'add' and 'sub'.


The 'V' just lets us and the game know its a variable.

You can use V0 to V256 as game variables, which cleared (zeroed) at start of mission

UPDATE: My tests have shown that variables are NOT always cleared at the start of a mission and for reliability they should be initialised (see note at bottom).

You could for example use a VAR to store the number of deaths of an AI. A typical and common use is the counting of civilian AI, so that in a mission the JO team can loose by killing too many of them.

Example:

QUELLTEXT
IF NEVER() THEN // Initialise variable, usually to zero (but not necessarily).
set(V10,0) // Called var 10 just because I wanted to.
ENDIF

IF ssndead(#1) AND NEVER() THEN
inc(V10) // if this civilian gets killed add 1 to v10
ENDIF

IF ssndead(#2) AND NEVER() THEN
inc(V10)
ENDIF

IF ssndead(#3) AND NEVER() THEN
inc(V10)
ENDIF

//Put as many ssn's as you like here, (in the above format)
//Then add the compare code (below) to check the VAR.

If gt(V10,4) AND NEVER() THEN // If greater than 4 civilians dead the rebels win.
Win(2)
ENDIF


Basically each time an AI is killed, then V10 gets incremented, untill it gets to 4, then................in this case somebody (the rebels) win.
It doesn't matter which ones are killed or in what order, all that matters is that if you have say ten AI civies and any four get killed the variable V10 will equal 4 and activate the win(2) action.

Initialising VARS:
To be absolutely sure your variable starts at the value you want it to, include this code, using the VAR# to the # of your choice.

QUELLTEXT
IF NEVER() THEN
set(V#, #) [ie.set(v50,1]
V# = 0
ENDIF

Variables are an extremely powerful tool and their uses are probably only limited by your imagination.


"M"

Mermite, WTF are you saying now?
As I remember you said ...

Quote:
Originally Posted by MERMITE View Post
Are a total waste of time, as a mapper and a very good one at that you will learn time, the meaning of Random, and it's affect in the game..in time in your life too!
these Variables are but switches, thats all.. end of story, as you can see they are not used that often, thats why you see them here, jokers trying to IMPRESS each other with boring code ....blah blah...dave!!
I have used them with great success for laying out an early morning Artillary barrage, complete with .ptl effect, smoke, noise, etc etc, but to be honest, they could have been done just as well with a 2-3 second chain .cmmd

"M"
Make your mind up ... are
Quote:
Originally Posted by MERMITE View Post
mission variables a total waste of time:
... or

Quote:
Originally Posted by MERMITE View Post
Variables are an extremely powerful tool and their uses are probably only limited by your imagination
Stop stradling the fence !

And don't ever talk to me about posting boring codes trying to impress anyone ...
... who are you trying to impress ?


Quote:
Originally Posted by MERMITE View Post
jokers trying to IMPRESS each other with boring code ....blah blah...dave!!

Quote:
Originally Posted by MERMITE View Post
as a mapper and a very good one at that
Btw, I'm still LMFAO at that one !
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  #34  
Old 07-29-2011, 02:33 PM
MERMITE is offline MERMITE
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Another BLASTING from Grumpy Dave....!

This post entitled "What is mission Variable?" was immediatly answered by Dave rapping on about a seatbelt, followed by other members offering their examples of what a variable was, at first glance it is a confusing bit of code, but easily accomplished with care and forethought, the examples I offered above, again not all my work are but offered as alternatives, and examples.
I rarely use them, I have used them, but find them time consuming, and when you have a glitch in the .wac can be difficult to locate, hence the reason I'd stay with something easier, and as for sitting on the fence Dave...so long it ain't your fence whatta you care....lol

"M"
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  #35  
Old 07-29-2011, 03:11 PM
dave61 is offline dave61
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Quote:
Originally Posted by MERMITE View Post
Another BLASTING from Grumpy Dave....!

"M"
More like "tired of Mermites' attacks Dave".

So, what's it called when you do the blasting .... Huh?
It's ok when you call others names and ridicule others, but not ok when you get it back?

My example was that ... an example of using a variable .. nothing more ... nothing less.

Then I get called a "JOKER trying to impress others with boring code" by you.
Then you turn around and do the very same thing that you blasted me for .

Kinda like the kettle calling the pot black wouldn't you say ?

End of discussion ... future attacks will be reported to Admins.
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  #36  
Old 07-29-2011, 06:13 PM
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Biggrin

What use is the NULL marker? Can it be used in a variable? I have some ideas on it but to save lengthy experimentation, is there some experiences here that I can learn from?
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  #37  
Old 07-29-2011, 06:26 PM
Luis is offline Luis
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I've used that to make .end and .cin files for DFBHD..
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Last edited by Luis; 07-29-2011 at 07:17 PM.
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  #38  
Old 07-29-2011, 06:30 PM
Guest001 is offline Guest001
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what?... to end the action?
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  #39  
Old 07-29-2011, 09:40 PM
dave61 is offline dave61
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Quote:
Originally Posted by Luis View Post
I've used that to make .end and .cin files for DFBHD..
Can we see an example of a variable in use in a .wac command or .cin/.end file?
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  #40  
Old 07-29-2011, 10:17 PM
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Quote:
I've used that to make .end and .cin files for DFBHD..
Quote:
Originally Posted by dave61 View Post
Can we see an example of a variable in use in a .wac command or .cin/.end file?
Yes please?
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