Check Move is a Mobile Flag Front MP mission by Coins, colinris@hotmail.com
Supports 22 players, language English
Mobile Flag Front is in the style of C&H, details in Notes section of Briefing 
No addons are required
This mission was made using version 1.96
Set on Malden Island

If you would like to use the mobile flag front feature of this mission, dePBO the file and open it up in the mission editor. Use this mission's scripting as much as you want to improve your maps. Check out the topic "New map style which encourages front-line battle" in the User Missions section of the BI Operation Flashpoint Forums for comments or questions.

Below are details that may be of use in extracting the mobile flag front feature from the mission:


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Triggers I used:

Trigger #1
Activation: Resistance not present, once (there was no resistance on map)
Countdown: 3
On Activation: this exec "Fix.SQS"
Explanation: Executes the commands in Fix.SQS, you must keep the two radio lines at the beginning of the file and all the lines in the loop for the mobile flag to work properly. The Eblow and Wblow just blows up unused squads at the beginning, it is specific to my map.

Trigger #2
Activation: same as Trigger #1, once
Countdown: 0
On Activation: Mobile_Flag = "camera" camCreate [0,0,0]; Mobile_Flag camsetpos getpos MTF; Mobile_Flag camcommit 0; A=0;B=0;C=0;D=0;E=0;F=0; showRadio show;1 setradiomsg "Flag North";2 setradiomsg "Flag East";3 setradiomsg "Flag West";4 setradiomsg "Flag South";5 setradiomsg "Flag to West Zone";6 setradiomsg "Flag North";7 setradiomsg "Flag East";8 setradiomsg "Flag West";9 setradiomsg "Flag South";10 setradiomsg "Flag to East Zone";Eblow1=1;Eblow2=1;Eblow3=1;Eblow4=1;Eblow5=1;Eblow6=1;Eblow7=1;Eblow8=1;Eblow9=1;Eblow10=1;Eblow11=1;Wblow1=1;Wblow2=1;Wblow3=1;Wblow4=1;Wblow5=1;Wblow6=1;Wblow7=1;Wblow8=1;Wblow9=1;Wblow10=1;Wblow11=1;Y=0;Z=0
Explanation: Keep everything up to Eblow1. The Eblow and Wblow stuff is used in conjunction with Trigger #1 to blow up unused squads. The "Y" and "Z" I use for end trigger stuff, it's specific to my map.

Trigger #3 (called BigEast)
Activation: East present, repeatedly
Countdown: 0
Condition: count thislist > 6
On Activation: A=1
On Deact: A=0
Explanation: This trigger will be attached to the flag via Fix.SQS. It will recognize if 7 or more units are within its radius (remember to set radius!).

Trigger #4 (called SmallEast)
Activation: East present, repeatedly
Countdown: 0
On Activation: C=1
On Deact: C=0
Explanation: This trigger will be attached to the flag as well. Will go off if one soldier from East enters its small radius (remember to set radius!).

Trigger #5 (called BigWest)
Explanation: Do the same as BigEast, except it deals with variable B.

Trigger #6 (called SmallWest)
Explanation: Do the same as SmallEast, except it deals with variable D.

Trigger #7
Condition: ((A==1 or C==1) AND (B==1 or D==1)) or (A==0 and B==0 and C==0 and D==0 and E==0 and F==0)
On Act: MTF Setflagtexture "vlajka_hosp_plus.paa"; Mobile_Flag camsetpos getPos Mobile_Flag;Mobile_Flag camcommit 0
Effects: Displays "STATIC FRONT"
Explanation: This trigger will set the flag static depending on conditions A to F.

Trigger #8
Condition:(A==1 or C==1 or E==1) AND (B==0 AND D==0)
On Act: MTF Setflagtexture "rus_vlajka.pac"; Mobile_Flag camsetpos getMarkerPos "GoEast"; Mobile_Flag camcommit (MTF distance GoEast)/3;F=0;E=1
Effects: Displays "EAST PUSH"
Explanation: This trigger will set the flag in East's control, by default it will start moving to enemy's zone. 

Trigger #9
Condition:(A==0 AND C==0) AND (B==1 or D==1 or F==1)
On Act:MTF setflagtexture "usa_vlajka.pac"; Mobile_Flag camsetpos getMarkerPos "GoWest"; Mobile_Flag camcommit (MTF distance GoWest)/3;E=0;F=1
Effects: Displays "WEST PUSH"
Explanation: This trigger will set flag in West's control.

Trigger #10
Activation: Radio Alpha, repeatedly
Condition: this and (A==1 or C==1 or E==1) AND (B==0 AND D==0)
On Act:Mobile_Flag camsettarget Mobile_Flag; Mobile_Flag camsetrelpos [0,500,0]; Mobile_Flag camcommit 167
Explanation: This will move the flag North if in East's control. Note the coordinates after the camsetrelpos go in order of X, Y and Z. The Z coord. is always left as 0.

Triggers #11-14
Explanation: Set the same condition as that for Trigger #10. In the On Act field, change the camsetrelpos to the suitable direction.

Trigger #15
Activation: Radio Foxtrot, repeatedly
Condition: this AND (A==0 AND C==0) AND (B==1 or D==1 or F==1)
On Act:Mobile_Flag camsettarget Mobile_Flag; Mobile_Flag camsetrelpos [0,500,0]; Mobile_Flag camcommit 167
Explanation: The condition is obviously different than that of #10 because now it moves flag if in West's control.

Triggers #16-19
Explanation: Same conditions as that of Trigger #15. Remember camsetrelpos!

Trigger #20
Condition: GoWest distance Mobile_Flag < 5
On Act: It ends the mission with victory going to West.
Explanation: It ends the mission if the flag is within a radius of 5 from the marker called GoWest. Remember to set an end number for the mission!

Trigger #21
Condition: GoEast distance Mobile_Flag < 5
Explanation: Same as Trigger #20. Remember to set a different end number for this trigger.


All the other triggers I used are for blowing up unused squads at the beginning.
All the unit initiation fields I used are for blowing up the unused squads.


Markers I used:

GoWest: Should be placed right on top of the Game Logic called GoWest (same name!)
GoEast: Should be placed right on top of the Game Logic called GoEast
MTFSquare: Place it anywhere on the map, doesn't matter, will be moved to the location of the flag once the mission starts.

Game Logics I used:

GoWest: Place it to where you want West to move the flag.
GoEast: Place it to where you want East to move the flag.



To change settings:

Flag Speed: For triggers 8 and 9, fiddle with the /3. If you make the denominator higher, it  will increase the speed of the flag. For triggers 10 to 19, 167 is actually 500/3. Change the /3 like you did for triggers 8 and 9.

Flag Big Radius: Fiddle with the radii of triggers 3 and 5.
Flag Small Radius: Fiddle with radii of trigger 4 and 6.

Number of troops within Big Radius to activate: Fiddle with the conditions for triggers 3 and 5.

Size of grid to indicate flag's rough position: Fiddle with marker size for MTFSquare, and in Fix.SQS fiddle with the number after the % sign. Set this higher for larger marker size (it dictates when the square moves).


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