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Author Topic: Making patrols abandon WPs at contact?...  (Read 874 times)

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BoonieRat

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Making patrols abandon WPs at contact?...
« on: 28 Aug 2003, 09:49:46 »
How do I make them? I've made a rudimentory patrol but it carries on 'cycling' the waypoints even under fire!(from helo). Also is there a way to force them to walk until they detect the over side? (I've tried setting them to careless & safe and putting the speed to 'limited' in the WP options but they still 'jog'  :) )...


max_killer_payne

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Re:Making patrols abandon WPs at contact?...
« Reply #1 on: 28 Aug 2003, 11:56:42 »
If u put gaurd in they will go to the source of any contact they hear/ see.

Offline Chris Death

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Re:Making patrols abandon WPs at contact?...
« Reply #2 on: 28 Aug 2003, 15:21:16 »
Quote
If u put gaurd in they will go to the source of any contact they hear/ see.

Yeah, the guard waypoint would do what you said,
but that's not the question here.

The question was: how to break the cycle

Just syncronize the cycle waypoint with a trigger
type: switch

Once the trigger goes off (maybe a West detected by East
or a: "leader patrolgroup knowsabout _x > 0" count (units attackinggroup) > 0), the patrol would head over to
the next waypoint after the cycle one.

That's where you could use a guard waypoint then.

:edit - ah forgot one thing to mention:

upon the guard waypoint they will not only react on what
"they" hear or see, they will even react on what other
groups of their side hear or see.

::edit - s you can see i'e already corrected my mistake, where
i forgot something:

compare it:

previous:

"leader patrolgroup knowsabout _x" count (units attackinggroup) > 0

now:

"leader patrolgroup knowsabout _x > 0" count (units attackinggroup) > 0

~S~ CD
« Last Edit: 28 Aug 2003, 20:07:23 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline dmakatra

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Re:Making patrols abandon WPs at contact?...
« Reply #3 on: 28 Aug 2003, 15:25:15 »
U could read my Switch trigger tute @ ed depot.

Offline Chris Death

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Re:Making patrols abandon WPs at contact?...
« Reply #4 on: 28 Aug 2003, 16:16:37 »
Well Armsty you dancing banana  ;D

Could you then update your switch trigger tutorial
up to completion plz.

If you want, i'll pm you all i know about them to fill the
holes.

I've been experimenting with those triggers since
OFP was released at it's first date (ya know the holy
21st june 2001) so i might be able to tell ya a lot you
could add in there.

Just let me know and i'll do (or if you want we could do
it on ICQ aswell).

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Blanco

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Re:Making patrols abandon WPs at contact?...
« Reply #5 on: 28 Aug 2003, 19:04:37 »
ok, I understand the switch trigger but what does this mean?

leader patrolgroup knowsabout _x" count (units attackinggroup) > 1)

I understand knowsabout, count, etc but I always use the _x thing in combination with foreach...
Now I see it in combination with count???

Does it mean :

if the leader from patrolgroup (or any other member of patrolgroup) knows something about attackgroup and knowsabout value must be higher than 1??

...and are there other combinations possible? with countenemy or Counttype for example... I saw it before with "alive _x" ...

Explain it 2 me, please
It's looks interesting...




« Last Edit: 28 Aug 2003, 19:07:05 by Blanco »
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GaryP

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Re:Making patrols abandon WPs at contact?...
« Reply #6 on: 28 Aug 2003, 19:40:54 »
YES!  I would like anything you have on switch triggers.  I'm on my way over to print it and add it to my home made manual.  Please update it.

I'm clueless! :o

Offline Chris Death

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Re:Making patrols abandon WPs at contact?...
« Reply #7 on: 28 Aug 2003, 20:03:54 »
OK, i think Blanco was first here  :D

"leader patrolgroup knowsabout  _x > 0" count unit (attackersgroup) > 1

:note that i forogt the > 0 inside the brackets at the post above

means that if the leader of the group called "patrolgroup"
knowsabout a higher value than 0 about any member
of what you count behind the "" brackets.

In this case i was counting the units of group attackersgroup

The leader of a group will know what his guys know, this means
you can take him as referback to his group.

If he knows more than the value 0 about any member of the
group called "attackersgroup", then the condition will match here. = trigger goes off.

The "any member of the group" you specify with the _x here

Ok, now to GaryP's question:

in general a switch trigger will let a group/unit move to the
waypoints after the waypoint which is syncronized to it.

Let's say a switch trigger is grouped to the very first
waypoint of a unit, the trigger would even let the group/unit
repeat the series of waypoints after the very first one, even
if the unit/group would have had already passed it before.

hope this helps

~S~ CD
« Last Edit: 28 Aug 2003, 20:08:20 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

GaryP

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Re:Making patrols abandon WPs at contact?...
« Reply #8 on: 28 Aug 2003, 20:29:42 »
Sorry Blanco.  I didn't mean to tread on your thread.

And Chris.  I'm going to play with them and see what I can come up with.  You can do so much with this game, and I think I've only scratched the surface.

Offline Chris Death

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Re:Making patrols abandon WPs at contact?...
« Reply #9 on: 28 Aug 2003, 20:54:12 »
lol Gary - no need to apologize here

I mean it's not Blanco's, not mine nor it's Your thread

It's BoonieRat's thread  ;D

~S~ CD
« Last Edit: 28 Aug 2003, 20:57:13 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Blanco

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Re:Making patrols abandon WPs at contact?...
« Reply #10 on: 28 Aug 2003, 21:39:10 »
indeed, Gary, you aren't a threat at all... ;)

Chris Death,

"leader patrolgroup knowsabout  _x > 0" count unit (attackersgroup) > 1

the count unit (attackgroup) > 1 is a typo I guess...

It's

"leader patrolgroup knowsabout  _x > 0" count (units attackersgroup) > 1

No? Or is there a close bracket after the > 1 ?
But where is the open bracket ??

Doesn't matter ,I got the point,
Will try it 2night,thx






« Last Edit: 28 Aug 2003, 21:42:45 by Blanco »
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Offline Chris Death

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Re:Making patrols abandon WPs at contact?...
« Reply #11 on: 28 Aug 2003, 21:51:30 »
Quote
the count unit (attackgroup) > 1 is a typo I guess...

 :-[ yeah Blanco you're totally right with me 'n my typooh here

soz - been on a break from my work and couldn't really
stand those 4 beers in a row  ;D

As you've seen i've already corrected them in my first post,
but correcting faults in two post is a lil bit harder than only
in one post  ;)

Off course - the > 0 inside the brackets belongs to the
knowsabout, while the > 0 after the brackets should belong
to how many units of the attackersgroup should be known
by the patrol's leader by more than a value of 0

 :o hope i didn't make too much typo's this time   ;)

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

GaryP

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Re:Making patrols abandon WPs at contact?...
« Reply #12 on: 29 Aug 2003, 16:08:49 »
In that case, then sorry BoonieRat. LOL

Hey CD.  I just posted in another thread on one solder knowing the others are dead.  Does this code in this thread have anything to do with that subject?

I feel so new at this, but then I look at what I learned in just a month. :o
  Where will I be a year from now..... ::)