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Author Topic: grrrr!  (Read 1327 times)

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cameronmc

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grrrr!
« on: 21 Nov 2003, 07:12:14 »
Sorry bout this boys, but one last thing I neglected to ask in my last msg session. (Remember I have 1.46!) Any help would be a godsend.

5. I have a mission where a BlackOp Zodiac is meant to be signalled using a flare (it's green.) Now, I need to define variables beforehand so that if the flare is fired before the convoy (player's objective) is destroyed the mission fails. Also I need to define whether the player still has the flare, and whether the player is in the appropriate area to fire the flare (so the members of the boat can see it).

I can do the last one, but the crux is: How can I get the game to detect whether my player still has the flaregreen or not? Is there anyway to do this easily? I've looked in the command reference, but been confounded as how to do this.

Thanks again for your help, dudes.
Cameron
« Last Edit: 21 Nov 2003, 07:13:20 by C.A. "Gaern" McDonald »

Offline toadlife

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Re:grrrr!
« Reply #1 on: 21 Nov 2003, 07:24:30 »
If you have 1.46, you there is no practical way can't to detect what weapons a player has.

I say there is no practical way, becuase theoretically it might be possible to make a script that uses the neareastobject command to detect a flare near the player, but this wouldn't reliable at all.

OFP GOTY Edition is only 30 bucks.
« Last Edit: 21 Nov 2003, 07:27:28 by toadlife »
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

cameronmc

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Re:grrrr!
« Reply #2 on: 21 Nov 2003, 07:59:10 »
Ah well ay - thanks in any case. Well, I might as well go on what you've suggested.

Could you suggest how (my player is "me" and the object is "flaregreen") I could stick such a line in a trigger? So, something like...

"me" nearestobject "flaregreen" (= true or something?)

...or something like that in the activation of a trigger? Not big on scripting, sadly. No distance variable needed? No way to define the flare itself?

Haha - thanks for the advice, comrade - and I'm an Aussie, so it's likely (if you're from another place) that I don't have the money power to buy it, considering I'm still at school!

Cheers.
« Last Edit: 21 Nov 2003, 08:00:26 by C.A. "Gaern" McDonald »

Offline toadlife

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Re:grrrr!
« Reply #3 on: 21 Nov 2003, 08:10:22 »
Could you suggest how (my player is "me" and the object is "flaregreen") I could stick such a line in a trigger? So, something like...

"me" nearestobject "flaregreen" (= true or something?)

...or something like that in the activation of a trigger? Not big on scripting, sadly. No distance variable needed? No way to define the flare itself?

Nope forget I said anything about nearestobject. It's a command that doesn't work very well anyhow. Using in a trigger would defintely not work. It would have to be a very complicated script.
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

cameronmc

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Re:grrrr!
« Reply #4 on: 21 Nov 2003, 12:16:15 »
Haha - yeah, I found out the hard way!

Doesn't matter, I've decided to rearrange it, plus, in the context of the mission, you play as a US soldier, fighting with the Resistance (dw, it's not a bloody copy of the original!) - and to get off the island back to Malden, you need to cooperate with Black Ops attacking a convoy. So, I doubt anyone besides the Black Ops will signal their own boat!

Thanks for the assistance, in any case, tovarich. The mission is a lot smoother now in any case. With any luck I'll release the first 3 mission of my campaign within a month or so - when I finish the outro of this one.

Cheers, o panthenon-member of OFP stuff.
Cameron

Ah yeah, one last thing! What should I put in the initialization of convoy leaders and convoy members? I hate seeing the T-72 meant to lead end up behind the UAZ in the convoy.

Adios.
« Last Edit: 21 Nov 2003, 12:16:51 by C.A. "Gaern" McDonald »

Offline macguba

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Re:grrrr!
« Reply #5 on: 21 Nov 2003, 13:49:44 »
Convoys are horrible.    Well, mixed ones anyway - if it's all one type of vehicle it's not so bad, but mixing tyres and tracks always leads to tears.

Your best bet is to have the group in column formation and setbahaviour safe.   Use as few waypoints as possible.

Order of vehicles in a convoy is given by the number in the group.     So No1 is the first vehicle, No.2 the second and so on.    I suspect this is made more complex by difference between vehicle commanders in different vehicle types:  in tanks its the commander but in lorries its the driver.      Note that vehicles do not go in order of rank, but of course number in the group is usually determined by rank.  

I hope that makes sense. ::)  
Plenty of reviewed ArmA missions for you to play

KyleSarnik

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Re:grrrr!
« Reply #6 on: 21 Nov 2003, 20:48:32 »
Convoys, heres the thing. Formations go by numbers 1-12, the highest rank will automaticly be the leader, and the rest, 2-12 in decending rank. The rank of UAZs and Urals are the ranks of the driver, but since theres only one crew member, the driver is the commander of that vehicle, for tanks, however, the rank in the editor is the rank of the DRIVER, so the gunner is one rank higher than the driver, and the commander two ranks higher (one rank higher than gunner). And because the commander is the commander of the vehicle, if he has a higher rank than the UAZ driver, he will drive in front of it, even if you set the rank of the tank in editor one or two ranks lower, so you have to either go three ranks lower, or use moveindriver, moveingunner, and moveincommander commands and make the crew all the same rank. Thats why it is always best to make the lead vehicle the highest rank there is, and then work down... And don't think that it matters if their rank is really high, it doesn't affect their preformence, thats what the skill bar is for...

cameronmc

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Re:grrrr!
« Reply #7 on: 23 Nov 2003, 00:58:48 »
Ah, excellent! Just what I needed. Many thanks again boys - another problem well solved (and I got the Black Op signalling bit working like a charm!)

Adios. Cameron.