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Author Topic: smoke grenade instead of radio  (Read 642 times)

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fargo

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smoke grenade instead of radio
« on: 30 Apr 2004, 20:48:29 »
hi, does anyone know if instead of using a radio command to make a helecopter come and drop off reinforcements, if i shoot up a flare or use a smoke grenade and get the chopper to bring them, is it possible? does anyone know how to do it? thanks

Dubieman

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Re:smoke grenade instead of radio
« Reply #1 on: 01 May 2004, 03:23:06 »
I'm sure it can be done with a script that detects smoke grenades and flares and sends the chopper to that spot to unload ppl but I'm not sure how that would work.

Are you going to have radio chatter along with it?
It'd seem weird if a chopper 1000km away responded  to a smoke shell that can be seen for only say 250km. Then drop off a squad and away it goes. What if the enemy (hypothetical) launched one err bad in one way should the squaddies get massacred or good if squaddies destroy threat.

Guilty

fargo

  • Guest
Re:smoke grenade instead of radio
« Reply #2 on: 01 May 2004, 15:42:50 »
yea i would probably only have it be activated if the chopper is in the area, but id like to have it kind of like the bas chopper extractions, i call for the extraction and a pop a smoke and have them come and pickme up, can i do like createvehicle or something like that?

Offline Chris Death

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    • OFPEC
Re:smoke grenade instead of radio
« Reply #3 on: 01 May 2004, 18:14:37 »
onFlare.sqs will be executed automatically, when any
kind of flare from any unit is fired

Off course that script has to exist in your mission folder.

You can use that script for whatever you want (like the init.sqs,
which gets launched at mission start, in case it's there).

:edit - and to detect the grenade you would need an eventhandler "fired" attached to all those units, who may
be able to call the chopper by firing a grenade.

~S~ CD
« Last Edit: 01 May 2004, 18:15:50 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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Dubieman

  • Guest
Re:smoke grenade instead of radio
« Reply #4 on: 02 May 2004, 00:18:28 »
I'd use radio chatter along with smoke. You hit alpha and the bird will respond to your area and to find you directly it will home in on the flare or smoke grenade. THat would be pretty realistic wouldn't it?

Stay away from createvehicle stuff for something that's rather simple.

And chris what and where is
onflare.sqs? You didn't show it or link it.:hmm:

Offline Chris Death

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Re:smoke grenade instead of radio
« Reply #5 on: 02 May 2004, 01:09:18 »
Quote
And chris what and where is
onflare.sqs? You didn't show it or link it.

And be sure i will do anything but a link to the official comref
(which i see as some kind'a must to be found by somebody
himself to get further support from me)  ;D

Read my previous post carefully, and then you'll see that i
wrote everything needed to get that to work.

Anywayz let me try to "deja-vu" meself:

Here is what the comref says about it (can be found under topic
Event based scripts):

Code: [Select]
onFlare.sqs - launched when illuminating shell is lit (since 1.45)
- arguments [r,g,b],gunner] - r,g,b is light colour

Now again my additional explanation:

If you have a script called: onFlare.sqs
inside your missionname folder (there where all your other scripts
for the mission are), then it will be automatically executed, when
anybody fires any flare anywhere anytime in your mission.
The contents of the script is up to the mission maker - as i also
already said: same as if you create an init.sqs - if it's there, it runs
at the beginning of the mission, while onFlare.sqs runs everytime
a flare is being lit/fired/shot/launched.

Sorry, but i don't think there's need for a link.

hope this clears up (tho i didn't say more than before)

(*wtf - two rhymes in my last lines -  :o huh almost a third one*)

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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