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Author Topic: selecting player and ai units  (Read 1200 times)

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shark attack

  • Guest
selecting player and ai units
« on: 04 Aug 2003, 23:29:33 »
ok! its hard to word what im after here  but here go's
i have a mission with 6 playable west units ,however if say only 3 players were selected for human control  would it be possible to ensure the other three ai controlled units were also selected
without having to do it manually in mission set up screen?
ie ...    dissable  options to select nobody in select side screen
 :P

shark attack

  • Guest
Re:selecting player and ai units
« Reply #1 on: 04 Aug 2003, 23:47:15 »
trying to explain a little better

i have mission with  6 western players availlable for human control  however in order to execute my  outroloose.sqs  i have a trigger with codes  (not alive no1)and(not alive no2) all the way to 6  it works fine  unless say only four  of the named units are selected  is there a way to ensure all 6 units start the mission  ie  dissable player nobody option in mision setup screen    hope thats more clear   :P
nice but dim
 



shark attack

  • Guest
Re:selecting player and ai units
« Reply #2 on: 05 Aug 2003, 00:00:11 »
I Can get it to work using a trigger to cover mission area , and grouping it with the  west playable group,(trigger settings to  any group member,not present) but is there another way?

shark attack

  • Guest
Re:selecting player and ai units
« Reply #3 on: 05 Aug 2003, 12:56:49 »
 ::)
fixed
trigger type loose
condition west countside(unitsgroupname)<1
activation forceend