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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: miniDwarf on May 27, 2003, 02:00:34 pm

Title: Event scripting
Post by: miniDwarf on May 27, 2003, 02:00:34 pm
i've got a trouble with event scripting and have been working on it for about 2 hrs and have got nowhere and was wondering if you could help

what happens in mission is:
1) allied wing has to disable comms and engines on transport
1a) if they fail to do it in three minutes, then an enemy cruiser jumps in
1b) if they succeed, then they get an extra 3 minutes before the cruiser comes in

the problem is i can't get the cruiser to come in when either one of the options (a or b) comes true

any ideas?

thx
Title: Event scripting
Post by: pyro-manic on May 27, 2003, 02:37:09 pm
You want something like this:

Create an objective that returns true when both subsystems have been destroyed.

Have an "or" event as the cruiser's arrival cue, that is triggered by the objective being false after 3 minutes, or after 6 minutes have elapsed in the mission.

You can work out the details yourself, it should be pretty straightforward. I'd FRED an example for you, but FS isn't installed on this machine. Hope this helps! :)
Title: Event scripting
Post by: Sesquipedalian on May 27, 2003, 02:56:41 pm
Actually, the directive event would need to have both 1) an is-subsystem-destroyed-delay sexp, and 2) a not sexp with a has-time-elapsed sexp under it for this system to work properly.  But otherwise, yes.
Title: Event scripting
Post by: miniDwarf on May 28, 2003, 08:27:13 am
thx all

[EDIT] actually i tried it out and it didn't work

[EDIT 2] after tinkering with it, i made an event that returns true after the subsystems are destroyed, then made the cruisers arrival cue an or event, option one was is-event-true, option two is and- followed by event-incomplete and has time elapsed 3mins
thx anyway