Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
three little triggers for the modders who watching this project :) -ClearingCreaturegenerator -ClearingMissionTrigger -ProxymityTrigger with random sender events
all the time for me it was a big barrier to create simple missionobjectives with mission.lua script and
set up the whole thing, you know, pushobjective and complete previewobjective in a new mission
function, set and delete radarpoints, creates messagetexts and all that stuff.
so today i got a idea: why not create a missiontrigger which do all the job?
place instead of a ProxymityTrigger the ClearingMissionTrigger, just insert the textlines and
tagpointname, and all is set up
if player have completed a objective, for example reached a tagpoint or have done something, just
place a proxytrigger or a new missiontrigger and send a "MarkMissionSolved" to the missiontrigger
from the now solved mission
--creature generator, can spawn AI with set up properties
--can run outside of opcl clearing or based devkid but ClearingSpawnTimer won't work (use delay
Grunt, MercRear,MercScout, NPC,
("player" as entity to spawn not tested!)
have fun and please give testing feedback and suggestions what is probably missing
-jobs are working
-AI spawns on position of this trigger, AI can use already existing waypoints / tagpoints, its a full
--added no vehicle option
--added can extinguish a player
--added can extinguish a playes vehicle
--added can trigger random event by given chance value 0-100
--added can random choose event 1-3
usage: replace your
the one from zip package.
extinguish events works only in opcl or devkid based mods or
in silenosz fire mod.
random events work like this:
if you need a fast 1-3 random event, just
activate"ActivateATrippleRandomEvent" , now, if a enter
event reach that proxy trigger, one of the three tripple sender
events will be called.
if you need a special chance event, enter your swell value ( 0-
100 ) and do a enter event.
on enter event, a random generator will create a value from 0-
100, if your swell value is bigger than the
randomly generated value, the "RandomEvent" will be