How does objective deifnition works for SP maps?

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kainfury
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How does objective deifnition works for SP maps?

Post by kainfury »

Hi,

Can someone tell me what is the logic when you define your game objectives?

Ex:

waitthread global/objectives.scr::add_objectives 1 2 "Find your group of rangers." $obj1.origin
waitthread global/objectives.scr::add_objectives 2 1 "Find Manon and ensure her safety at all costs." $obj2.origin

what does "1 2" and "2 1" stand for? What should I write if I have , say, 3 objectives?
Angex
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Post by Angex »

waitthread global/objectives.scr::add_objectives 1 2 "Find your group of rangers." $obj1.origin

waitthread - I think this means wait untill the thread is executed, before exectuing the following line.

global/objectives.scr::add_objectives - This calls the add_objective function from the objectives script.

1 2 - The first number is a unique identifier for that objective, any reference made to objectives using this number refers to a particular objective (Objective One would be 1, Objective Two would be 2, etc). The second number sets the status of the objective; 1=don't draw, 2=inprogress or incomplete, 3=completed. In this exmple; objective 1 is incomplete (2).

"Find your group of rangers." - This is the text used to describe the objective when the player presses tab (Default).

$obj1.origin - This is the target at which the player's compass will point at when this objective is the current objective.
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mohaa_rox
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Post by mohaa_rox »

To add a new objective, a 1 2 "..." $obj1.origin <-- the script origin that makes the compass point to it.
To complete an objective, a 1 3 "..." $obj1.origin
1 2, 1 3
2 2 , 2 3
3 2, 3 3
and so on.
Live to map, not map to live.
-mohaa_rox, .map
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