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Author Topic: callunitname  (Read 636 times)

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SnakeFart

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callunitname
« on: 07 Aug 2003, 08:05:54 »
im trying to call a helicopter once everyone is dead on the enemies side.

im trying to use          callbird =true

i have the heli drop us off and then he goes back to base and then we clear the town and then the trigger is set off when resistance is not present the little cutscene goes and then its over and i wait and wait and wait. ive tried to have it sync'ed and ive tried it unsync'ed also and nothing. please help.

im trying tolearn scripting but i get confused easily when it comes to that.

activation field is what im using for callbird =true.

Offline macguba

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Re:callunitname
« Reply #1 on: 07 Aug 2003, 17:29:05 »
You don't need to use a variable or any scripting.    

Create a set of waypoints for the chopper.   Once he has dropped you off he should have a HOLD waypoint some distance away.

Create a trigger over the enemy town.    

Activation Box:   Resistance not present
Type:   Switch
On Activation:   hint "chopper on way"

Synchro the trigger to the chopper's hold waypoint.
Plenty of reviewed ArmA missions for you to play

SnakeFart

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Re:callunitname
« Reply #2 on: 07 Aug 2003, 19:23:08 »
do i have to put the name of the chopper  in the "chopper on the way" part?
 the reason i ask this is because i have to do this 2 more times and i dont want 3 choppers to show up at once

Offline macguba

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Re:callunitname
« Reply #3 on: 07 Aug 2003, 23:15:09 »
The hint is not important, you can put whatever you like there.   A radio message would be better.

The key to your whole problem is switch triggers.   If you're not an expert there is a specific tute in the Ed Depot, and some of the general tutes cover them too.

If you have 3 choppers that are supposed to show up at 3 different times then make sure each is it's own group and has its own waypoints.   Then you can use switch triggers to control each one seperately.
Plenty of reviewed ArmA missions for you to play

SnakeFart

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Re:callunitname
« Reply #4 on: 08 Aug 2003, 04:27:33 »
so i can use switch triggers to call a unit at a certain time.

ie.    have snipers hiding in bushes, when my team gets in position then it sets off the trigger that they proceed to the next waypoint as long as the last WP was a hold correct?

Offline macguba

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Re:callunitname
« Reply #5 on: 08 Aug 2003, 12:15:27 »
Basically, yes.    It doesn't have to be a hold waypoint though, that's just a good one because it makes the loons behave in the right way while they are waiting.     A group will wait at any waypoint synched to a switch trigger until the trigger is fired, at which point they will proceed to the next one.     They will also proceed directly to the next one even if they haven't reached the synched trigger yet.

For example, if you have a patrol with a bunch of move wps, a cycle and a seek and destroy with the cycle synched to a switch trigger, when the trigger is fired they will move immediately to S&K, missing out all the remaining move wps.
Plenty of reviewed ArmA missions for you to play

SnakeFart

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Re:callunitname
« Reply #6 on: 08 Aug 2003, 18:55:08 »
i learn something new about this game everyday

THANKS   macguba!!


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