Editor-LUA Help
Posted: Sat Jun 10, 2017 1:54 pm
Hello, I am posting this here, i hope i am in the right section.
I am building a scenario where 2 strike packages will destroy 2 bridges, each bridge compromised from 3 sections, East, Center and West grouped together.
And 3 strike packages will SEAD, 3 different sections. South, Center, North. South has 4 radar sites, center has 2 radar sites and north has 4 radar sites.
My problem is that i do not want the scenario to be point based but objective based with time limit.
For the bridges in the Event Editor its something like this.
Trigger
NorthBridgeEastDestroyed (Unit Destroyed Trigger)
NorthBridgeWestDestroyed (Unit Destroyed Trigger)
NorthBridgeCenterDestroyed (Unit Destroyed Trigger)
Condition
Not Have
Action
BridgeDestroyed (Message)
Now i want to end the scenario when all the targets are destroyed.
So in the Event Editor is like:
Trigger
Site A (Unit Destroyed Trigger)
Site B (Unit Destroyed Trigger)
Bridge Etc (Unit Destroyed Trigger)
Condition
Not have
Action
Congratulations bluh bluh (Message)
End Scenario
The problem is that once the first site is destroyed the scenario ends of course. The triggers together are connected with "or".
Did i miss something in the event editor?
Can i do this with Lua Scripting? If Yes How?
Thank you in advance.
I am building a scenario where 2 strike packages will destroy 2 bridges, each bridge compromised from 3 sections, East, Center and West grouped together.
And 3 strike packages will SEAD, 3 different sections. South, Center, North. South has 4 radar sites, center has 2 radar sites and north has 4 radar sites.
My problem is that i do not want the scenario to be point based but objective based with time limit.
For the bridges in the Event Editor its something like this.
Trigger
NorthBridgeEastDestroyed (Unit Destroyed Trigger)
NorthBridgeWestDestroyed (Unit Destroyed Trigger)
NorthBridgeCenterDestroyed (Unit Destroyed Trigger)
Condition
Not Have
Action
BridgeDestroyed (Message)
Now i want to end the scenario when all the targets are destroyed.
So in the Event Editor is like:
Trigger
Site A (Unit Destroyed Trigger)
Site B (Unit Destroyed Trigger)
Bridge Etc (Unit Destroyed Trigger)
Condition
Not have
Action
Congratulations bluh bluh (Message)
End Scenario
The problem is that once the first site is destroyed the scenario ends of course. The triggers together are connected with "or".
Did i miss something in the event editor?
Can i do this with Lua Scripting? If Yes How?
Thank you in advance.