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Author Topic: RUN AWAY!!!!!!!!  (Read 819 times)

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Offline KJAM

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RUN AWAY!!!!!!!!
« on: 17 Aug 2003, 21:49:11 »
i have a squad of east soldiers, and i need then to go to a waypoint for my intro, but they run away first and then go to the objective which by that time, the camera has changed to a different area is there a way to stop them running away?

notmucheyecandy

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Re:RUN AWAY!!!!!!!!
« Reply #1 on: 17 Aug 2003, 21:52:22 »
is there any reason they should be running away? like enemys nearby?

Offline KJAM

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Re:RUN AWAY!!!!!!!!
« Reply #2 on: 17 Aug 2003, 21:58:19 »
well there WAS but 10 fully armed soldiers against 2 cops armed with just pistols, they wiped the floor with them, also,
is there a way for units killed in an intro to not be in the mission i.e 2 soldiers were kiled, and now arent in mission only 8 soldiers in it, but next time you start only 1 was killed so 9 are in the mision this time

Kaliyuga

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Re:RUN AWAY!!!!!!!!
« Reply #3 on: 17 Aug 2003, 23:03:03 »
is there a way to stop them running away?


this allowfleeing 0

and they should never retreat no matter what the odds are


Offline KJAM

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Re:RUN AWAY!!!!!!!!
« Reply #4 on: 17 Aug 2003, 23:22:39 »
thanks, now, can you tell me how to have it so its set for the group, i dont wanna have to manually edit all the soldiers

Kaliyuga

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Re:RUN AWAY!!!!!!!!
« Reply #5 on: 17 Aug 2003, 23:28:35 »
 Well I can guess at it....  I usually just copy/paste it into each units init line.

but seems to me that if you named the group :

gr=group this

in the leaders init field and then used:

gr allowfleeing 0

that it should work?

It's too logical though.. so it probably won't work.. lol  ;D
:cheers:


***EDIT****
from the command reference:
Description:
Sets whether a unit or group can flee.
 
Syntax:
Name allowfleeing Number

Name is the name of a unit or group
number is either 0 or 1

0 unit/group will not flee
1 unit/group can flee
 
Example:
MySoldier allowfleeing 0
group this allowfleeing 1


so from that it would seem that you would need to name your group and then put something like this:

gr this allowfleeing 0


« Last Edit: 17 Aug 2003, 23:31:04 by Kaliyuga »

Offline KJAM

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Re:RUN AWAY!!!!!!!!
« Reply #6 on: 17 Aug 2003, 23:30:48 »
thanks ill try it, but would something like this work?
putting this in the group leaders init box

"_x allowfleeing 0" foreach units group this

if ur way works and mine doesnt cheers, my intro for this mission is 100% trigger based, cuz i cant do scripting lol, not too good on trigger cinematics either but im doing good i think, just playing round with camrea angles etc
« Last Edit: 17 Aug 2003, 23:32:56 by KJAM »

Offline Artak

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Re:RUN AWAY!!!!!!!!
« Reply #7 on: 17 Aug 2003, 23:40:58 »
KJAM your way will work just the same but you don't NEED to use foreach because allowfleeing command can be executed to whole group at once.

Like Kaliyuga said:

groupname allowfleeing 0

or in the init field:

group this allowfleeing 0
Not all is lost.

Offline KJAM

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Re:RUN AWAY!!!!!!!!
« Reply #8 on: 18 Aug 2003, 06:52:29 »
either im doing something extremely wrong, or the russians hate me, probably just the russians lol

for the group name i put:

ruskies = group this

for the fleeing i put in the group init file

ruskies allowfleeing 0

yet they still decide to run away an then on to the waypoint which causes some of them to get run over arg!
oh wait, sory didt fully read artaks post, ill try that later

btw, in a trigger, how do imake the intro end i tried putting this is a waypoint but do i have to use it in a trigger?:

cutrsc ["default","plain down",0]                  

thanks in advance

Offline macguba

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Re:RUN AWAY!!!!!!!!
« Reply #9 on: 18 Aug 2003, 13:59:01 »
Making an intro end is just like making the mission end.   You need a trigger type End#1.
Plenty of reviewed ArmA missions for you to play