Updated RotorOps: Mission Creator Guide (markdown)

spencershepard
2022-03-23 21:45:30 -07:00
parent c24681b37b
commit f58f23dcc8

@@ -142,7 +142,7 @@ Note: If players are defensive, the game is won when all enemy units from the st
This can be called at any point to kick off the Conflict game, so you can move this to another trigger function if you wish. When this function runs, all ground units currently in the staging area will be sent to the first conflict zone.
**_Script loading timing: You must load the RotorOps.lua script immediately after the CTLD script.**
**Script loading timing: You must load the RotorOps.lua script immediately after the CTLD script. **
## Mission Editor code snippets
Copy and paste these codes snippets into your waypoint actions.
@@ -168,7 +168,7 @@ Here, we're reading the flag for the 'ALPHA' zone and checking if it's between 0
## 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
`noai` . This is not case sensitive, and the string is configurable in the script options as well. So you could name a group 'Ground-1noai' or 'Ground-3 NOAI' and it would prevent the script from controlling their movement.
`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.
## Options
At the beginning of the script file you will find the available dynamic and static options. The dynamic options can be changed from a DO SCRIPT in the mission editor at any time. The static options must be changed after the RotorOps.lua script has loaded and BEFORE the startConflict() function.