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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
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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 |
#22
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Iteresting information, learning a lot! thanks to all!
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#23
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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" |
#24
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Quote:
You may play it like anyone else and pass comment then my witty friend. |
#25
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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 |
#26
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Lol.
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Last edited by dave61; 06-21-2011 at 03:18 PM. |
#27
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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 |
#28
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"...blah blah....and blah." ~ Mermite
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#29
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Mission Variables are perfect,
To use with .wac files!!
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> My videos :: My site :: My DFBHD maps :: My DFBHDTS maps <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< |
#30
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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). |
#31
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Hello...
It that different thing if something you as? Last edited by Guest001; 07-25-2011 at 07:26 AM. |
#32
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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" |
#33
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Mermite, WTF are you saying now? As I remember you said ... Quote:
... or Quote:
And don't ever talk to me about posting boring codes trying to impress anyone ... ... who are you trying to impress ? Quote:
Btw, I'm still LMFAO at that one !
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Last edited by dave61; 07-26-2011 at 01:10 PM. |
#34
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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" |
#35
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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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Last edited by dave61; 07-29-2011 at 03:24 PM. |
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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
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I've used that to make .end and .cin files for DFBHD..
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> My videos :: My site :: My DFBHD maps :: My DFBHDTS maps <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Last edited by Luis; 07-29-2011 at 07:17 PM. |
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what?... to end the action?
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#39
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Can we see an example of a variable in use in a .wac command or .cin/.end file?
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