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Author Topic: Mission-Assassination  (Read 1805 times)

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Ghost454ss

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Mission-Assassination
« on: 10 Nov 2003, 23:56:51 »
I am wanting to make a mission where the players are civilians. There goal would be to drive into a base held by East forces and assassinate a few officials. That part i know how to do. What i dont know how to do very well is to make dialog between the players, and the AI at like checkpoints, ect, and to make the AI attack the players, if they find the dead officials. Right now when i kill the official, even when no one saw me, they kill me when i walk by. Any help will be appreciated very much. :)
« Last Edit: 10 Nov 2003, 23:57:36 by Ghost454ss »

gundernak

  • Guest
Re:Mission-Assassination
« Reply #1 on: 12 Nov 2003, 21:38:04 »
I guess you should clear this a litlle more, what you exactly want...
converstation beetween ai or radio converstation or you want their lips moving or do you have sound files to play when they are speaking...

Ghost454ss

  • Guest
Mission-Assassination Update
« Reply #2 on: 13 Nov 2003, 00:33:29 »
I would like to have an AI soldier be at like a gate. I pull up to the gate and trigger the conversation dialog, where the soldier would come over to the car and start talking to me, and i would reply. Then the soldier would wave me on my way.

gundernak

  • Guest
Re:Mission-Assassination
« Reply #3 on: 13 Nov 2003, 12:09:33 »
You should use the 'say' command to make converstations...

this is a copy from the unoff com ref:

Command :
Say

Description :
Allows a unit to say something.

Syntax :
unitName Say "CfgSoundClass"

unitName is the name of the unit to do the talking.
CfgSoundClass is the name of a CfgSound class that you define in your mission's description.ext file.

Returns :
N/A

Example:
unit1 say "Fallback";


Ghost454ss

  • Guest
Re:Mission-Assassination
« Reply #4 on: 14 Nov 2003, 00:45:26 »
ok, but how do i get it to work, via a trigger? Also how would i integrate recorded voices into the conversation????? Know of a link to someone who has a code snipet that would help??

gundernak

  • Guest
Re:Mission-Assassination
« Reply #5 on: 16 Nov 2003, 21:10:28 »
You have read the say command syntax in my previous answer.

I do not know after what kind of conditions you want these converstation, but...

In any trigger's 'on activation' field you can put the 'say' command.

It means if a trigger's condition fulfilled your command will be activated.

'say' command will execute an ogg vorbis file what you have to make...

It means you have to record this sound file as you want...

This ogg file will be played only if you refer to it in your mission's description.ext file. About it you have to read a tutorial in editor's depot, sure you can find it.

Mister Wibble

  • Guest
Re:Mission-Assassination
« Reply #6 on: 07 Jan 2004, 18:06:33 »
(Im new to scripting myself, but am a seasoned programmer and have been reading a lot, so this is just an idea, this aint actual code (but as far as i can work out this is one way of doing what you wanted))

create your checkpoints, with at least on troop in a squad there with a known name. set a trigger on west present at each check point, and in the "on activation" run a script:

[player, "sentry1"] exec "checkpoint.sqs"

checkpoint.sqs would need to do the following (see command reference for syntax)

  _plyr = _this select 0
  _guard = _this select 1

  disable user input
  create a camera pointed at the players vehicle, near the checkpoint.
  set unit _guard to look at _plyr , _plyr  to look at _guard


    _guard say "Halt!"
    ~0.5
    _plyr say "Here are my docs, let me past"
    ~random 2
    ? !discovered : goto approved

    #attack

    set combat status or side info etc

    goto #end

    #approved


    _guard say "ok"
    ~0.5
    _guard move
    goto end


    #end

  cut back to original camera  
  enable userinput

This assumes that a varaible "detected" be set to true when enemy know of assasination.

What hapens?

get the player and sentry units names

if player has been discovered, then enemy will "recognise" you, and get ready to fire, at this point the player will regain control and can escape/attack, if not discovered, sentry moves asside, and player is allowed to continue driving.

Think that covers it. If you use de-pbo you can pull appart the built-in missions, they have several such conversations that you can base your own on.

Mister W.

Offline CrashDome

  • Members
  • *
Re:Mission-Assassination
« Reply #7 on: 10 Jan 2004, 02:12:56 »
Try the downloads located here:

www.sinewsofwar.com/downloads.htm

They can get you started.