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Scripting objectives (Groups : GEM 2 Editor Fan club : Forum : Questions : Scripting objectives) Locked
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Aug 24 2015 Anchor

hello everyone,


i'm trying to script a mission, everything work good so far except one thing:

I've scripted a secondary objective wich can be completed or failed, but I don't know how to make the other script stops for each case (the completed script when you fail and the failed when you complete)

I've looked all around internet to find an answer, but nothing really helped me... :(

Can you help me please, I would love to share my work with the community ! :)

Edited by: NilsTheRed

[killz]
[killz] Something really "cool" here
Sep 6 2015 Anchor

You need to set the conditions property

Edited by: [killz]

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Admin

Sep 10 2015 Anchor

Yes, I know, but I don't find the correct way to set them.

Let me explain: If the player lose the objective, the winning script continue to work, and at the end of the timer, the objective is set as completed. I would like to make a condition to make the script stops if the player loose, I've tried a lot of things like scripting it as an event, but things don't goes the way i want...

Nevermind, I've found another way to make it work, I don't tell the player he will loose if he quit the defense zone ! :P

Hello again, i've a new problem:

I'm trying to script a reinforcement option that when it's pressed make the two mortars I set under AI control fire at the position indicated by the player.

I've succeeded to make this kind of thing with artillery guns (like Sfh18), but when using a mortar, it can't fire over the range limit like the artillery. I know this is possible as it appears in the 3rd allies mission of the original Men of War (the Airfield one), and I tried to copy the original script, but it don't work in MoWas2: the mortars don't want to fire over their range limit. Do you have any idea of what can I do to fix that ?

It's the very last thing I've to script to finish my mission.

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