Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Editor Query
I wanted to ask how is it done once an objective has been taken then a text will appear on screen? NOT the completed text but another text using the talk command. I have created an artillery barrage and if an objective has been taken out say the ammo dump then I want a message to appear on screen. I have tried slotting in the talk command in where the objectives are located in commands but it hasn't worked. Any ideas? Cheers.

Update.
Solved..

Another update:
When an objective has been taken out then yes the message appears on screen, so this is what I want to happen, but now the same message keep reappearing on screen over and over.
Last edited by tAnK_SkULL; 19 Dec, 2023 @ 7:26pm
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Showing 1-4 of 4 comments
tAnK_SkULL 10 20 Dec, 2023 @ 12:11pm 
Anybody. Am still having problems with this.
tAnK_SkULL 10 20 Dec, 2023 @ 12:50pm 
I am now experimenting with the "if" command (adding inside) only not really understanding what am doing while at the same time a little idea what some of the commands do, so trying to find a way where once the objective is complete then a dialogue message will appear on screen. Also experimenting with the event as I know it is used as a switch. I have scripted an artillery barrage and wanting to create the effect where when the artillery barrage has finished then what objective is destroyed (showing on screen as completed) then a soldier will appear on screen (dialogue seen) telling the Captain - "Sir flakgun destroyed Sir." Here my latest work, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3116803398 well, as part of the story line (still under construction) is what am asking help for. Cheers.
Last edited by tAnK_SkULL; 20 Dec, 2023 @ 2:14pm
Tjdagger 9 22 Dec, 2023 @ 11:49am 
Hey Tank,
From what you've said, it sounds like you've used the "task" feature found in "mission properties" to set up your objective.
All you need now is a new trigger which uses the "task" condition, set to "complete". This will only fire when your objective is complete. Inside this trigger, add your "talk" command. Maybe a small delay so as not to compete with the objective complete message. Do not add a "trigger" reset command. This way the trigger can only fire once.

Hope that helps.
Work has been crazy busy leading into Christmas. On a 10 day break now.

Have a Merry Christmas, Mate.
tAnK_SkULL 10 22 Dec, 2023 @ 6:01pm 
Originally posted by Tjdagger:
Hey Tank,
From what you've said, it sounds like you've used the "task" feature found in "mission properties" to set up your objective.
All you need now is a new trigger which uses the "task" condition, set to "complete". This will only fire when your objective is complete. Inside this trigger, add your "talk" command. Maybe a small delay so as not to compete with the objective complete message. Do not add a "trigger" reset command. This way the trigger can only fire once.

Hope that helps.
Work has been crazy busy leading into Christmas. On a 10 day break now.

Have a Merry Christmas, Mate.

Aha Thank You so much TJ. You always come to my rescue.:) I can now use this important information and begin adding to the single player dialogue after artillery barrage has ended as this is the main reason for me asking for help. Great stuff. And I hope you enjoy your Christmas break mate. Happy New Year Bud. <3

Update:
Just tested the script in last few moments and it works sweeeeet. Its exactly what I want to happen. So I called the new trigger "task" (for now) and in that trigger will be all what I need for each objective being hit. I think it can work from 1 trigger alone. Yes it can. This is very exciting. Am gonna have some fun with this.
And yes I forgot to mention I have used the task feature to setup the objectives.
Thank again mate.

Another Update:
No, separate triggers need to be created but in one sub category.
Last edited by tAnK_SkULL; 22 Dec, 2023 @ 7:31pm
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