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

<syntaxhighlight lang="cpp"> /*

Lets sort out our utilities first

  • /
  1. include maps\_music;
  2. include maps\_utility;
  3. include maps\_anim;
  4. include common_scripts\utility;
  5. 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);

} </syntaxhighlight>


By Techno2SL

Sources