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objective scripting --> objective updating

Posted: Sun Feb 08, 2004 5:21 pm
by Franko74
Hi,
i make script to my SP Map, and have some problem.

- how i can do the next:

1. player should get new objective/s* when he hits something (wall, door, foxhole)
* kill the officer, destroy the enemy, etc.

2. player couldn't use enemy weapon (or he can pick up, he couldn't get ammo)

thx:
F74

Posted: Sun Feb 08, 2004 8:34 pm
by bdbodger

Code: Select all

		waitthread global/objectives.scr::add_objectives 1 2 "Make you way to the bridge and stop the germans from blowing it up"  $bridgeobjective
		waitthread global/objectives.scr::add_objectives 2 3 "Clear the farm "
after the add_objectives in the first example is objective number 1 and the 2 makes it current

in the second example obj 2 is set to 3 which make it show up as done

waitthread global/objectives.scr::current_objectives 1

makes obj 1 the one that shows on the compass in this case $bridgeobjective that an entity or even a script origin

when an objective is complete you redo the same lines and change if it is done or not . I do it in a thread that handles objectives

I think you can set a ai to not drop weapons and set level to not drop health when killed

like this I think

level.nodrophealth = 1
level.dontdropweapons = 1

Posted: Mon Feb 09, 2004 8:14 am
by Franko74
thanks, bd :)