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Adding Some Simple Objectives
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[FR]Sparks explains how to add some simple objectives
You can usually just make trigger brushes and assign it
a targetname and place it somewhere. Or you can assign
many other things such as AI or models. The .GSC will
be self explanitory.

In the following .GSC example, I am giving a trigger_multiple the value of
"targetname","obj1"
And a German AI the value of
"targetname","obj2"
And a trigger_use the value of
"targetname","obj3"
***Optional****
If you want FX for the seawall explosion (Objective 3), Complete the following:

Make the destroyed wall

Make the before-wall, select the before_wall piece and right click to make it a script_brushmodel

Give the before-wall the value of "script_exploder","1"

Give the trigger_use the value of "script_exploder","1"

Make a script_model and give it the values
"model","xmodel/fx"
"script_exploder","1"
"script_fxid","dirt" //You can change the fxid to which you want, just be sure to include it in the MAPNAME_FX.GSC

Make a script_origin, connect the FX to the script_origin for the FX to be aimed at

Now when you trigger the trigger_use: you explode the wall, an explosion FX is played, and you complete an objective

Now for the .gsc

Simple script, not too complex. *****Just be aware how the
number of objective_current, objective_add, & objective_state
change as the objective changes!*****


Place the .GSC in: "Call of Duty(main or uo)maps"

main()

{

maps_load::main();
mapsMAPNAME_FX::main();  //Precaches FX if you're going to use it

obj1();

}


obj1()
{

obj1 = getent("obj1", "targetname"); //Get entity(trigger_multiple) in map

objective_add(1, "active", "Get to located position.",getent("obj1", "targetname").origin);

objective_current(1);

iprintlnbold ("Press the |Tab| key to check your Objectives"); //Display objective in obj. list from string

obj1 waittill("trigger"); //Waits till trigger_multiple is triggered

objective_state(1, "done"); //Objective 1 is done

obj1 delete(); //Delete trigger brush in-game so it will not be re-triggered

wait(2);

thread obj2(); //Move on to next objective

}

obj2()

{

obj2 = getent("obj2", "targetname"); //Get entity(German AI) in map

objective_add(2, "active", "Kill the German officer.",getent("obj2", "targetname").origin);

objective_current(2);

obj2 waittill("death"); //Waits till German AI is killed

objective_state(2, "done"); //Objective 2 is done

wait(2);

thread obj3(); //Move on to next objective

}

obj3()
{

obj3 = getent("obj3", "targetname"); //Get entity(trigger_use) in map

objective_add(3, "active", "Blow up the seawall.",getent("obj3", "targetname").origin);

objective_current(3);


obj3 waittill("trigger"); //Waits till trigger_use is triggered

//In this interval of time the wall explodes and the FX is played
//if you included the FX GSC and map entities

objective_state(3, "done"); //Objective 3 is done

wait(2);

iprintlnbold ("All Objective Completed!"); //Let player know he is done
}

(The script should NOT be copied and pasted due to some known issues with doing so - besides - you need typing practice)

For a special effect for the sea wall explosion, you will need a FX file.
*****FX FILE SHOULD BE CALLED BE: MAPNAME_FX.GSC*****
Goes in: "Call of Duty(main or uo)maps"


main()
{
precacheFX();  
}

precacheFX()
{
level._effect["dirt"] = loadfx ("fx/impacts/stukastrafe_dirt.efx");
}


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