OK a couple of possible ideas for radiant secondary objectives, which can be added to the player's objectives if they come within a certain range:
- Rescue the hostages - hostiles have taken a civilian or group of civis hostage, maybe the player can't get too close or they trigger the baddies to doWatch, doTarget and doFire at the hostages. There are many ways of doing this, including the one in that SEALs vs PLA WIP I sent you a week or two ago.
- Clear the compound - simply sweep through a compound and eliminate all hostiles.
- Defuse the IED - find and kill the controller, then you can get close enough to defuse. Setting up IEDs with random placement is relatively simple:
1) Put down an IED and name it (say IED1). Put in the init: IED1defuse = IED1 addAction ["Defuse IED","IED1defuse.sqf"]; (Refer below for the contents of IED1defuse.sqf)
2) Then put a trigger w/ a name (say trig_IED1) - either grouped to a unit or BLUFOR present, and with bomb='Bo_GBU12_lgb' createVehicle (getPos _IED) in the On Activation field. Use trig_IED1 attachTo [IED1,[0,0,0]] to attach the trigger to the IED.
3) You can randomize the placement of the IED either by adding to the spawn radius in the IED's dialogue, or, if you want more specific placement, create a bunch of markers and group them to the IED.
4) Put down an enemy unit and name him (say IED1guy), you can do the same thing with random spawning as with the IED if you want him to be in different places, but I can't seem to get him to spawn inside of buildings since markers are only placed in 2D.
5) Then put a trigger down that is activated when IED1guy is dead (aka !alive IED1guy), and have it clear the IED trigger using trig_IED1 setTriggerStatements ["this"," "," "]; or trig_IED1 setTriggerActivation ["NONE","PRESENT",false]; (haven't tested the 2nd version, but either should work)
IED1defuse.sqf should have these essentials in it:
// Defuse IED 1
IED1 removeaction IED1_defuse;
player switchMove "RepairingKneel";
sleep 10;
player switchMove "aidlpknlmstpslowwrfldnon_idlesteady02";
deleteVehicle IED1;
// The rest is extra stuff -- I create a marker and an objective when the IED is spotted (in separate triggers attached to the IED that are larger than the bomb explode trigger)
"markerIED1" setMarkerColor "ColorWhite";
"markerIED1" setMarkerText "IED (Defused)";
player sideRadio "message9";
objIED1 setTaskState "SUCCEEDED";
This example is what I used in Op. Roadblock, so check out in the editor that if you want an example.
Other ideas:
- Force some of the escapees to surrender for a bonus? I am pretty sure if you use the surrendering module there's a way to edit how likely the unit is to surrender.
- Use an APC or transport of some sort and you have to capture and move the prisoners back to be transported to another holding area.
- Use a vehicle to hunt down a larger force than you can take out on foot
Another thought, I'm not sure what model the Uzbeks use for their briefing, but I'd imagine it likely follows the Russian or Soviet model...