That´s really easy in Xmed. Place a 50cal. put a bg right next to it. Mark the 50 cal and check the info screen on the left side off the screen. It´s should be something like "Selected: 1 Item #446 Name: E50triB - 50cal on 360 SSN: 449"
Item# and SSN are just choosen that way by me, could be anything Remember the SSN number Mark the bg right next to it. Right click on your mouse and choose "Edit Item attributes" Change the top alternative in the Box called Waypoints to "125 - Goto SSN (any)" and in the box to the right of it place 449.
Joined: Wed Apr 13 2005 Location: Stockholm, sweden Posts: 66
You're right, that was easy. I was a bit unclear in my question, I was wondering about mission start events as well as how to get AI into vehicles and emplaced weapons.
Thanks, I may have some more questions as my map grows... so stay alert! ;)
Go to our download section, in the Map Making Tutorials download Complete JO Coop Lesson by Brad. G. Unzip it and check out step 3. That´s how I learned to use WAC script.
Joined: Tue Dec 30 2003 Location: Lincolnshire England Posts: 2080
if you need text to appear in at a particlular event in your map then you have to learn variables, the easiest way to learn is to download one of my maps and look at the .WAC file
Joined: Wed Apr 13 2005 Location: Stockholm, sweden Posts: 66
A follow-up question on goals: How do you guys handle things like "intel documents found" since it seems impossible to see if a special goal has been met?
Is the "win sub goal" just to show players that they are done or can I check if a goal has been won when I make an event?
In this example I use Sub goal Eliminate all forces at Waypoint Alpha Set up a group of bg and put them in a group (named for example: bg at PSP A for this example I use Group 3)
Next step is to go to "General information" Use the pulldown menu and choos "Eliminate all forces at Waypoint Alpha"
After this it´s time to open the Event page. First you have to make the subgoal visible in the game. In this case at the start of the game (I usually use Trigger type: SSN, trigger condition: Alive) This means as soon as any player enters the game the event is triggered. Next go to actions. Action type: Show win subgoal, Subgoal number: 1, Subgoal variabel status: 1 Doing this will put up a goal in the game (when you press G) - If you choose subgoal variabel status: 0 it hides the subgoal instead
Next point is make sure players know when the subgoal is finished. At this point open events again. This time make the Trigger type: Group, the Trigger condition: All destroyed Trigger variabels; Group 1: 3 Action type: Win subgoal, Subgoal number: 1
This means, when group 3 (the bad guys at PSP A) are killed you have won the sub goal and it will be ticked off in the list.
Joined: Tue Dec 30 2003 Location: Lincolnshire England Posts: 2080
BTW there is no intel in JO that can be found, you have to make an area trigger that if ppl enter its set to win that goal, or you can have it set that if a player sits on a chair. demo here
Joined: Wed Apr 13 2005 Location: Stockholm, sweden Posts: 66
Trevor: How are the variables initiated? Or are they set to 1 as default?
What I wanted to know is if there is a way of knowing that all goals has been won when I make an event. I can't find it, so I assume that I can't find out and have to keep track of goals myself.
Something like "All goals have been won" as a trigger or "Goal has been won"... but nothing is ever that simple ... ;)
Variables have too be set to 0 at the beginning of the map. Otherwise the system won´t know the number. After each subgoal (when you display win subgoal in event) you can ad increase variable by 1. If you check the first demo Trevor did he´s using varables.
Easiest way: At start set variable #1 to 0 First sub goal won add 1 to variable #1 Second sub goal won add 1 to variable #1 Third sub goal won add 1 to variable #1 At the end make a check of vairable #1. If it´s equal to 3 the good guys win. If not nothing happends.