From 8b34d145bbb18665af20cde6e1032f0d7d5ae0d2 Mon Sep 17 00:00:00 2001 From: spencershepard Date: Sun, 8 May 2022 11:44:21 -0700 Subject: [PATCH] Updated RotorOps: Mission Creator Guide (markdown) --- RotorOps:-Mission-Creator-Guide.md | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/RotorOps:-Mission-Creator-Guide.md b/RotorOps:-Mission-Creator-Guide.md index 860bdfc..2d4dd1f 100644 --- a/RotorOps:-Mission-Creator-Guide.md +++ b/RotorOps:-Mission-Creator-Guide.md @@ -243,6 +243,13 @@ Here's an example of triggering an action with the 'defender status' flags we se Here, we're reading the flag for the 'ALPHA' zone and checking if it's between 0 and 90. So if the defending units in the zone are less that 90%, it will trigger our action. Here we are using it to activate a convoy that will ultimately drop more troops into the conflict zone. +**New in v1.2.0** +There are now additional flags provided for better readability in mission design: +ROPS_DEFENDING (true if 'blue on defense') +ROPS_ATTACKERS (percentage of staged units remaining) +ROPS_A_DEFENDERS (A-D for Alpha-Delta percentage of defending vehicles/infantry remaining) +ROPS_GAMESTATE (not_started = 0, alpha_active = 1, bravo_active = 2, charlie_active = 3, delta_active = 4, lost = 98, won = 99) + ## Disable AI control for select units in a zone If you don't want infantry to move from a rooftop, or support vehicles to move from a staging zone, you can name the group including the string `static` . This is not case sensitive, and the string is configurable in the script options as well. So you could name a group 'Ground-1static' or 'Ground-3 STATIC' and it would prevent the script from controlling their movement.