Call of Duty 5: SP - Objectives
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World at War SP Objective can be achieved in a variety of ways but the easiest is to add the objective to the list, set it as the current objective and then have a condition that waits until it's complete.
Example below shows a "clearing a building" type Objective
/*
Lets sort out our utilities first
*/
#include maps\_music;
#include maps\_utility;
#include maps\_anim;
#include common_scripts\utility;
#using_animtree ("generic_human");
main()
{
maps\_load::main();
// maps\yourmapname_anim::main();
// maps\yourmapname_fx::main();
// precache any models used in your objectives here
// precacheModel("weapon_explosives");
// FLAGS - set any flags you might want to use
// flag_init("example_flag");
// best way to spawn 4 players, just get 4 script structs in your map with targetname initial_spawn_points
structs = getstructarray( "initial_spawn_points", "targetname" );
flag_wait( "all_players_connected" );
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] setorigin( structs[i].origin );
players[i] setplayerangles( structs[i].angles );
}
// the players are in the level, now we can thread to our first objective
thread 1st_objective();
}
1st_objective()
{
// Lets add an objective for the players, this is our first, so 1, it's the current objective and
// YOURMAPNAME_OPENDOOR will call on a string reference in raw\english\localizedstrings\yourlevelname.str
// the last part, marker.origin is where our objective marker will be displayed in reference to the compass
// simply place an entity like a script_origin at the objectives location, give it a targetname and call it before our objective line
marker = getent("yourobjectivemarker", "targetname");
objective_add( 1, "current", &"YOURMAPNAME_OPENDOOR", marker.origin );
// get_closest( level.players[0], marker.origin ) );
objective_current(1); //current objective
// Now we need to have a condition for our objective, let's say the player needs to open a door, we'd simply get the trigger
// on the door and wait for the player to use it
trig = getent("doortrig", "targetname");
trig waittill ("trigger");
objective_state(1, "done");
thread next_objective();
thread officer();
}
next_objective()
{
// so once objective 1 is done we can set the next one - this will be clearing enemies
// First of all lets spawn the enemies, we can rely on a trigger for now, otherwise spawn the enemies in the script. But either way
// Always wait for the enemies to spawn before using any funcs on them
// example of using coords as the marker
objective_add( 2, "current", &"YOURMAPNAME_KILLGUYS", (264, -497, -36) );
objective_current(2); //current objective
// our trigger
obj2trig = getent("objective_2", "targetname");
obj2trig waittill ("trigger");
wait(1);
enemy_spawners = getentarray("your_enemies", "targetname");
wait(1);
// If your enemies have a count on them, so they spawn multiple times, deplete the count in script first or make sure there's
// a killspawner trigger before the player can get in sight of/kill the last enemy so that no more enemy respawn after the
// objective is complete - this will wait for the enemy + their officer to be killed
waittill_dead(your_enemies);
flag_wait("example_flag");
objective_state(2, "done");
thread 3rd_objective();
}
officer()
{
// example flag usage with objective 2
officer = getent("officer", "targetname");
officer Dospawn();
waittil_dead(officer);
flag_set(example_flag);
}
By Techno2SL
Sources