three little triggers for the modders who watching this project :)
-ClearingCreaturegenerator
-ClearingMissionTrigger
-ProxymityTrigger with random sender events
ClearingMissionTrigger
-----------operation clearing-----------------pvcf-mod-------------
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
ClearingCreatureGenerator
-----------operation clearing-----------------pvcf-mod-------------
--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
trigger instead)
possible creatures:
Grunt, MercRear,MercScout, NPC,
MercSniper,MutantBezerker,MutantCover,MutantRear,MutantScout,Pig,Shark,Worm
("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
working AI.
ProxymityTrigger
-----------operation clearing-----------------pvcf-mod-------------
--
--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
Scripts/Default/Entitites/Triggers/ProximityTrigger.lua with
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
triggered.
hopy you will need them in you mod :P
package updated to actual, latest state on 2013.07.12 because in a other board someone have say "thanx" :)
thanx
xD
Thanks from me too.