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Nate (North Korea)

Mapping Questions

14 posts in this topic

So I was reading the guide on how to add objectives and it didn't make a whole lot of sense. I cannot seem to figure out how to make objectives work, any clarification would be appreciated.

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I've got the same thing, i also don't really know much of visgroups(although i looked into it) but a more step to step explanation would be appreciated, it's quite advanced aswell and i've never done such thing before and since it's something that belongs to NMRIH, it's kinda hard to figure it out or look at other tutorials of other games because they might have it totally set-up different.

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Objectives are done by the nmrih boundary objectibve which triggers an event, all the entities relating to the objective havee to go into a visgroup named correctly which is then saved in the objective tool as a .nmo file

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Objectives are done by the nmrih boundary objectibve which triggers an event, all the entities relating to the objective havee to go into a visgroup named correctly which is then saved in the objective tool as a .nmo file

how abouth making a video tut and a vmf for download to see how its made?

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We will be including a new tutorial for objectives but the system is getting a bit of a redesign so it works better. We will also be including example VMFs to give a better idea how things work.

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We will be including a new tutorial for objectives but the system is getting a bit of a redesign so it works better. We will also be including example VMFs to give a better idea how things work.

Thank you for this.

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We will be including a new tutorial for objectives but the system is getting a bit of a redesign so it works better. We will also be including example VMFs to give a better idea how things work.

As a mapper I will give you head when this gets released, write that down!

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Do you really need objectives? You can just have game text and other events be triggered when things happen.

Although they would not be shown on the compass.

With objectives system you have a bunch of objectives that are randomly picked for a round, so one round you have "Find battery to turn on lights" and the next round you have "Find keys to open..." it's a very cool system. It's for people that want different types of rounds instead of the same round where you open a door and find a key and go to the car and drive away.

But like me I want this tutorial for anti-objective which I believe is to follow one objective and not randomly picked.

Edited by Bubz

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But like me I want this tutorial for anti-objective which I believe is to follow one objective and not randomly picked.

For anti-objectives you need to have a visgroup as a child of the Objectives visgroup named 'anti'. If you then include objective visgroups inside of this with the same name as the main objective visgroup, it will be used when the main objective is not a part of the selected chain for a round.

For example, a setup with three objectives 'find_battery', 'extinguish_fire', and 'close_shutters' :

VISGROUPS:

  • Objectives
    • anti
      • find_battery
      • extinguish_fire

      [*]find_battery

      [*]extinguish_fire

      [*]close_shutters

When "find_battery" is selected as an objective for a round, the entities inside "Objectives -> anti -> find_battery" will not be spawned. If however it's not selected, the entities inside "Objectives -> find_battery" will not be spawned but the ones inside of "Objectives -> anti -> find_battery" will.

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welding a lock is realy easy

put a trigger weapon progress

valua item_welder

on Trigger break Model name

on trigger unlock door 2 seconds

stil i have no idea how to make this vis group objectives work

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