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Author Topic: side options  (Read 1836 times)

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ICMTRIGGER

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side options
« on: 04 Oct 2003, 23:30:52 »
how would i make an West Jeep be on the East team?

Kaliyuga

  • Guest
Re:side options
« Reply #1 on: 04 Oct 2003, 23:37:15 »
 make two East guys get inside of it   :o

no .. seriously....   make it empty... have the doods get inside... and you better believe the West will fire on it ;)

 you can make use of the:

moveindriver
moveingunner
moveincargo


commands to make some East guys start in an empty west jeep

Offline Terame

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  • Nice one OFPEC
    • http://fantasyscifi.com/main/ fantasy scifi sci-fi
Re:side options
« Reply #2 on: 05 Oct 2003, 04:05:15 »
hiya,

what's the syntax for the commands you just gave. I'vbe been through the various scripting 'manuals' for download but kep mucking it up...


moveindriver
moveingunner
moveincargo

are the commands placed in the unit getting into the vehicle or in the init of the vehicle?

Cheers :D
You can travel to infinity though the endless passages of the cosmos. Even
better this belongs to you. This is your mind

Kaliyuga

  • Guest
Re:side options
« Reply #3 on: 05 Oct 2003, 06:00:20 »
place it in the init of the guy you want moved


this moveindriver vehiclename


Offline Terame

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  • Nice one OFPEC
    • http://fantasyscifi.com/main/ fantasy scifi sci-fi
Re:side options
« Reply #4 on: 05 Oct 2003, 09:14:29 »
OK related question...

Is it possible to have that same crew in the hypothetical vehicle above seen as the opposite side (ie not attacked by opposition until they are out of the vehicle or another trigger is set off / they have been caught out...)
You can travel to infinity though the endless passages of the cosmos. Even
better this belongs to you. This is your mind

Kaliyuga

  • Guest
Re:side options
« Reply #5 on: 05 Oct 2003, 22:09:10 »
 well you can make them captives when inside the vehicle and then they wouldn't be shot at using two triggers:

 ( I should say that since this is in the MP board.. I can't guarantee results with the following syntax, I'm fairly certain  it should work in a SP mission though)

 repeatable trigger
 
 size:0x0

 Condition:  ((unitname in vehiclename)  and (unit2name in vehiclename))
 Activation:  unitname setcaptive true ; unit2name setcaptive true

-------------------------------------------------------------------------------------------------
 repeatable trigger
 
 size:0x0

 Condition:  ((unitname not in vehiclename)  and (unit2name not in vehiclename))
 Activation:  unitname setcaptive false ; unit2name setcaptive false

« Last Edit: 05 Oct 2003, 22:11:05 by Kaliyuga »

Mr.BoDean

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Re:side options
« Reply #6 on: 08 Oct 2003, 11:12:51 »
make two East guys get inside of it   :o

no .. seriously....   make it empty... have the doods get inside... and you better believe the West will fire on it ;)

 

Hey Kali , why is it that the game still sees a friendly in an empty opposing-side vehicle as "enemy" as far as radar goes?

i.e. You're West ,flying an Apache and your AI gets into an empty BMP ....it shows up red on radar ...so that's based on the vehicle and not who is in it.

Any fix for this or any planned for the next version of OFP?
Always bugged me in CTF missions with similar vehicles.

Josef

  • Guest
Re:side options
« Reply #7 on: 08 Oct 2003, 23:12:47 »
If you want to sneak into an enemy base, use a vehicle controlled by the enemy, moveincargo you dudes, make the driver captive, and make a mapsingleclique, so you can control the driver...

That way you can have him drive where you want, and you can jump out when you get there(You might wanna get in the back of a 5t...Remember to fill all three front seats...

Even humanplayers wont notice, unless they look inside(A realistic feature)...