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Author Topic: Anyone out there?????? :)  (Read 3706 times)

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CptBravo

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Anyone out there?????? :)
« on: 28 Jan 2004, 05:16:41 »
Hello everyone,

I just need maybe a an easy simple way of knowing when of my groups starts firing on enemy. So everytime a group engages the enemy their leader would report back that they are engaging the enemy.

Thank you for your help.

« Last Edit: 02 Feb 2004, 17:34:40 by CaptainBravo »

Offline General Barron

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Re:Detecting Engagment
« Reply #1 on: 28 Jan 2004, 06:19:33 »
You could add a "fired" eventhandler to the group members, which would then run the appropriate report script (but only have one script run for each group, so you don't get 12 reports from the same squad).

You'd also have to set up some system so that there is a delay between each report, for obvious reasons.
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Offline Chris Death

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Re:Detecting Engagment
« Reply #2 on: 28 Jan 2004, 08:20:53 »
General Barron is right with the "fired" eventhandler,
but you still can use it on every single unit.

How?

give everyone a "fired" eventhandler, and let everyone
start the same script by that.

Now in this script all you have to do is:

set a variable (best done by a boolean - variable = true)
and remove alleventhandlers "fired" for each of those
guys you have given it before.

Now when: variable is true, engagement did start, and nobody
is carrying an eventhandler anymore, so there's a good chance
that the script will only run once (in case that not everyone
started firing at the very same second).

~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

deaddog

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Re:Detecting Engagment
« Reply #3 on: 28 Jan 2004, 13:48:15 »
Another way is to use the behaviour command:

?behaviour unitname == "COMBAT":blah blah.....

No matter what mode you set them in "setbehaviour", their behaviour will change to combat once engaged, and then change back once the fight is over.


Offline Chris Death

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Re:Detecting Engagment
« Reply #4 on: 28 Jan 2004, 14:18:34 »
The only problem could then occur, if you've set them manually
to combat  from the beginning :D

Also note that some players (not saying noobs), sometimes
do random shots, even before they see a bush, which looked
like an enemy by the distance of 50 meters  ;D

Hell even i caught me sometimes yet with pulling the trigger by
accident  :-[

Troops would also turn into combat behaviour for a few secs,
and the whole thingy could become messed up.

~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

deaddog

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Re:Detecting Engagment
« Reply #5 on: 28 Jan 2004, 14:51:30 »
That's a good point.  I didn't think about being manually set to combat.  And I know I've taken some shots by mistake :)

CptBravo

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Re:Detecting Engagment
« Reply #6 on: 28 Jan 2004, 17:57:28 »
Thanks guys for the quick help. Only thing is .. could you please for nooobs sake illustrate exactly what is to be done?  ;D

DO I place it in a trig? Script? Init field? Indivdual unit or group?
Placing it for each unit .. will that increase lag if I have about 120 units on map .. and they all start firing and using script same time?

Thanks for the help.  

CptBravo

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Re:Detecting Engagment
« Reply #7 on: 28 Jan 2004, 17:58:59 »
and I am not that familiar with eventhandlers .. could you give exact command?

Thanks

Harkonin

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Re:Detecting Engagment
« Reply #8 on: 29 Jan 2004, 00:54:02 »
You can also use the knowsabout command.

I.E ....

unitname knowsabout enemyunitname  >= 0.5:

CptBravo

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Re:Detecting Engagment
« Reply #9 on: 30 Jan 2004, 04:21:43 »
Hi,

That command is giving me errors when I place it in a trig.
Could someone pleaaase give a simple step by step way to get feed back from different groups everytime they fire their weapons/engage the enemy   ???

Thanks

CptBravo

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Re:Detecting Engagment
« Reply #10 on: 31 Jan 2004, 21:16:34 »
Umm .. "cough cough" .. anyone with any hints please?!  :-\

CptBravo

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"Naked women, beer and Football" :)
« Reply #11 on: 02 Feb 2004, 17:36:48 »
Maybe I should add "Naked women, beer and Football" to subject line .. then I might get morre responses   ;D

Offline macguba

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Re:Anyone out there?????? :)
« Reply #12 on: 02 Feb 2004, 19:38:43 »
Quote
and I am not that familiar with eventhandlers .. could you give exact command?

As you've already gathered, no.   ;D

The point is that your question boils down to "would somebody please write my script for me", which is probably why nobody has answered.    If you're not familiar with eventhandlers, then it's your responsibility to get familiar.   There's some good stuff in the Ed Depot and the forum search function sometimes comes up with very helpful threads.    

If there's a particular aspect of eventhandlers that is confusing you, then we'd be glad to help.  ;)


Quote
?behaviour unitname == "COMBAT":blah blah.....

If you don't understand roughly what this line is getting at then read

- snYpir's Friendly Intro to code snippets
- Johan Gusafsson's Scripting Guide
- online version of the command reference, particularly the "Scripting topics" section
- unofficial command reference guide
- macguba's guide to mission editing for beginners
- snYpir's OFPEC Guide: making missions



Plenty of reviewed ArmA missions for you to play

CptBravo

  • Guest
Re:Anyone out there?????? :)
« Reply #13 on: 02 Feb 2004, 23:12:29 »
Hi,

I guess I did not realize a script was needed. I thought there was a basic game command that let you know when someone fired thier weapon.

Scripts are not my strongest point so if that is what needed here I'd have to forget about it.

I guess my question is ..

is there any EASY SIMPLE way of detecting group firing their weapons without a script. If not .. is there a method for spotting the enemy. So if any group member spot an enemy his group leader will report back? I will use that as an alternative.

Thanks for the help.  

Offline Chris Death

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Re:Anyone out there?????? :)
« Reply #14 on: 03 Feb 2004, 02:39:02 »
Quote
is there any EASY SIMPLE way of detecting group firing their weapons without a script

Yes - all you need has already been mentioned here.

As Macguba said, do you want to make the mission by yourself,
or do you want to get a mission by someone else?

Eventhandler "HIT" is the key, and you don't need a script
for that.

Now before i continue posting here, i want you at least to
copy/past that part of the comref, where this command is
explained over here.

Then tell us what you don't understand, and you'll receive
further help.

btw - comref u find in the editors depot (click on Macguba signature)

@Macca - i wonder how you could read my thoughts when
you posted that reply  ;D

~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