Home   Help Search Login Register  

Author Topic: Putting units into buildings  (Read 1265 times)

0 Members and 1 Guest are viewing this topic.

Gooner861

  • Guest
Putting units into buildings
« on: 22 Jul 2003, 00:39:18 »
Is there any other way of putting a soldier in a building with him ready to shoot out of the window because placing him urself is a slow process.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Putting units into buildings
« Reply #1 on: 22 Jul 2003, 01:14:50 »
If you place a waypoint directly over a building then you get extra options in the waypoint screen allowing you to choose which position in the building ... that might help.
Plenty of reviewed ArmA missions for you to play

Offline Artak

  • The old beanbag shaker
  • Former Staff
  • ****
  • You want to talk about it, yes?
    • OFP Team Finlanders
Re:Putting units into buildings
« Reply #2 on: 22 Jul 2003, 01:57:39 »
I can't think of any better/faster way to get the units near them windows.. can't think of any slower way either  :-\
Not all is lost.

calvinjune

  • Guest
Re:Putting units into buildings
« Reply #3 on: 22 Jul 2003, 12:24:32 »
what extra options on the waypoint screen? i just tried that. it's exactly the same.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Putting units into buildings
« Reply #4 on: 22 Jul 2003, 12:51:17 »
You need to place the waypoint right over the building so that it sticks to it.    And obviously it has to be a building that you can enter.  

Open up the waypoint screen, look on the right hand side about halfway down.     Building position #1, #2 etc in a drop down menu.

You'll need to experiment to find which number corresponds with which position.
Plenty of reviewed ArmA missions for you to play

Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Re:Putting units into buildings
« Reply #5 on: 22 Jul 2003, 13:09:20 »
place this in the units init field

this setpos [(getpos this select 0),(getpos this select 1),7]
the last number, 7, is how many metres in the air the unit is.
u can cahnge it to anything you like
dont worry about changing anything else

just fiddle around with it until you get the right height

also place this in the init field to stop the unit from hitting the deck all the time

this setunitpos "up"

hope that helps

Tim
"Whoever said nothing is impossible, never tried slamming a revolving door."

Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Re:Putting units into buildings
« Reply #6 on: 22 Jul 2003, 13:14:04 »
sorry i forgot to mention the way to make the unit ready to fire from the window

this switchmove "standtocombat"

so your init line should look like this for the unit
this setunitpos "up"; this setpos [(getpos this select 0),(getpos this select 1),7];this setbehaviour "combat"; this switchmove "standtocombat"

the unit will be standing in the window with his gun ready to fire and he wont hit the dirt the second he hears a shot

have fun
"Whoever said nothing is impossible, never tried slamming a revolving door."

Gooner861

  • Guest
Re:Putting units into buildings
« Reply #7 on: 22 Jul 2003, 13:30:42 »
Cheers for the help.