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Dectm

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easy one , probably
« on: 12 Feb 2004, 21:58:29 »
how do I assign radio alpha bravo charlie etc etc
so that the player soldier that is designated get triggered when walking on triggers set on beeing triggered on radio alpha?

probably a easy one but I just do not know,, I can defend my self with that I got a bad cold !

Offline The-Architect

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Re:easy one , probably
« Reply #1 on: 12 Feb 2004, 22:25:11 »
Ok I found this in the Ed Depot in Online references, Commands. That's where you should be looking for stuff like this.

You put it in the init line of a group leader.

group setGroupId id

Operand types:
group: Object or Group
id: Array
Type of returned value:
Nothing
Description:
Set group identity. Id format is [letter,color,picture] or [letter,color]. Letter is one of: "Alpha", "Bravo", "Charlie", "Delta", "Echo", "Foxtrot", "Golf", "Hotel", "Kilo", color is one of "GroupColor0" to "GroupColor7".

Example:
setGroupId ["Alpha", "GroupColor0"]

Sefe  October 31, 2002, 21:32  
Additional values for letter are:

"Yankee", "Zulu", "Buffalo", "Convoy", "Guardian" "Two", "Three"

Color can also be set to "Six".
 
 
LCD  November 11, 2002, 04:19  
You can also set the values to "November"
 
 
macguba  March 23, 2003, 23:53  
Sol Fire has made a list of the GroupColours

0 - no colour
1 - Black
2 - Red
3 - Green
4 - Blue
5 - Yellow
6 - Orange
7 - Pink

 
 
macguba  May 29, 2003, 11:22  
Note that this does not name the group.  To call a group "grp1", for example, write this in the init field of the group leader:-

grp1 = group this
 
Hope it helps.
 :wave: ciao
« Last Edit: 12 Feb 2004, 22:26:12 by The-Architect »
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"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline macguba

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Re:easy one , probably
« Reply #2 on: 12 Feb 2004, 22:34:15 »
Dectm, it's not clear from your question whether you are talking about group identies (as The Architect has answered) or triggers fired from the radio trigger.

If it's the former, you're covered.

If it's the later, tell us a little more about what you are trying to do.

This may help.

Create a trigger:-
Activation:   Radio Alpha
On Activation:  as you like

If you want the text to appear in the radio menu from the start of the mission, just write it in the text box in the radio trigger.    

If you want to hide the text for a while, write in your init.sqs

1 setRadioMsg "null"

Then in a trigger
Activation:   as you like
On Activation:   1 setRadioMsg "your text"

Plenty of reviewed ArmA missions for you to play

Dectm

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Re:easy one , probably
« Reply #3 on: 12 Feb 2004, 23:17:04 »
well in this case , I want an unit or group to be able to trigger a trigger that has set on condition to be activated by radio alpha.
that is assign a unit or group to alpha, bravo or some thing.

so what you posted was good.
but for some reason I got an unknown operator error.
could you give me an exact init line for that one that works

Offline macguba

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Re:easy one , probably
« Reply #4 on: 13 Feb 2004, 00:09:14 »
Radio triggers can be fired only by human players.  In SP this is not a problem.     Trying to hide certain radio options from each side in MP is aquestion that comes up from time to time, but I can't remember the answer.

Radio triggers are not used by AI loons.   In this case you would just use an ordinary trigger of some kind.

Tell us more about what you are trying to do.    If you get an error message always post the message exactly and describe the precise circumstances in which it occurred.   The more information you give us the more likely it is that we will be able to help you.

I suppose it could be

"1" setRadioMsg "text"

Syntax is not my strong point.  ;D   Always[/i] check the comref before using a new command.
Plenty of reviewed ArmA missions for you to play

Dectm

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Re:easy one , probably
« Reply #5 on: 13 Feb 2004, 01:40:18 »
ok I will describe what I want to do.
in this case I want a camera to be trigged
but not buy the res plane but buy the unit paradropping from the plane.

thats why I want that unit which is the player to have set to alpha
so that I have a separate drigger for that res group. so it wont set of
because of the res plance but the unit inside the plane.

I hope that gave some light ,,
and while we are on it,,, is there anyway to auto eject the player when it gets to a serten waypoint? if so please show me the init line

Cap

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Re:easy one , probably
« Reply #6 on: 13 Feb 2004, 02:38:13 »
Yes there is a way to make a unit auto eject, I cant remember what it is but i think it needs to be done in a script, its something like...

...   unit1 forcemove eject

that isnt it but there is a way.

To assign a trigger to a soldier first make the unit, then make a trigger axisa 50 axisb 50, then group the unit with the trigger and then change the activation to vehicle (which will be the player).

Alternatively to make a trigger activate by radio just set the activation to radio alpha, then when in the game press 0 0 1 to activate it.

Sorry im a little rusty on ofp havent played it for ages!!!

Offline macguba

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Re:easy one , probably
« Reply #7 on: 13 Feb 2004, 12:06:11 »
Right, stop.

There's a whole bunch of different things going on here and you're getting them confused.

Radio triggers - forget them, sounds like they are completely irrelevant here.

Parachuting/ejecting - there are scripts for this in the Editors Depot.    There's no point in writing your own unless you really enjoy writing scripts for their own sake.

Cameras - if you haven't done so already, read snYpir's Intro to camera scripting and then Messiah's camera.sqs tute.

Triggers - this is what the question is really about.   It's clear that you want to call a camera script.    It seems that you want the script to start when a certain unit leaves the plane.   In that case your trigger will look something like this

Condition:   inPlane and (not (loon1 in plane1))
On activation:  [] exec "camera1.sqs"

You set the variable inPlane to true when the unit is in the plane:  this acts as a switch, turning the trigger on.    The trigger will fire when loon1 is no longer in the plane.    

Syntax not guaranteed and that may not be exactly what you want, but I hope it helps.
Plenty of reviewed ArmA missions for you to play

Dectm

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Re:easy one , probably
« Reply #8 on: 13 Feb 2004, 13:19:53 »
I am trying to do things with out scripts.
maybe a fare fatched idea.

and that alpha bravo thing is acturly the main thing I want to know how to assaign.
I have seen it in mp that they had assigned such teams.

I think I better show some screen shotts

I want a unit to get have that condition to activate the trigger.
« Last Edit: 13 Feb 2004, 13:22:34 by Dectm »

Offline macguba

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Re:easy one , probably
« Reply #9 on: 13 Feb 2004, 14:35:12 »
Is this for a MP mission?

Quote
and that alpha bravo thing is acturly the main thing I want to know how to assaign.

The-Architect has already told you this.   If it doesn't answer your question, tell us why not.   ;)



Plenty of reviewed ArmA missions for you to play

Dectm

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Re:easy one , probably
« Reply #10 on: 13 Feb 2004, 14:50:06 »
yes. is going to be some day anyway I hope