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Author Topic: Turn it off!  (Read 558 times)

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Dubieman

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Turn it off!
« on: 08 May 2004, 04:19:02 »
I have a night MP mission where I want the static PKs resembling M2s to keep their lights off. Otherwise the humans would know that a machine gun nest was there.
I've tried diff behaviours and some light off action but the syntax is never right.
Can anyone enlighten me on this stupid bug? :P

Offline Chris Death

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  • Finally Death's gonna get ya
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Re:Turn it off!
« Reply #1 on: 08 May 2004, 04:49:52 »
no way to do so with the official m2's

I did it that way:

gunner in front of m2 with a waypoint on top of him + the next
waypoint "GETIN" ontop of the gun

wp 1 was triggered by enemies presence - detection - or whatever i needed - then he jumped into the gun - and when
then there turned the light on it was already to late for the
infiltrators  8)

~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

Dubieman

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Re:Turn it off!
« Reply #2 on: 08 May 2004, 05:00:18 »
Ohh I get it, a detected trigger for my human west players. Then it makes my rebel dude jump in the PK and start opening up. :)

I'm gonna have a group put on that get in waypoint so my human ppl who think their badasses pick off the gunner and 10 secs later whap their dead. Number 2 racks up another kill. ;D

What do you suggest for multiple PKs/M2s?
I'm going to have a citadel at the church area in Morkropsy and I need multiple M2s/ Pks. If they all go on at the wrong time then they're easy targets for grenades, LAWS, sniper fire. Of course their well hidden so the light gives them away. :P




Kammak

  • Guest
Re:Turn it off!
« Reply #3 on: 08 May 2004, 06:00:43 »
Some one else had a similar problem a while back and resorted to a fast looped script that constantly shut off the headlights of the vehicle...never tried it personally so don't know how well it would stay concealed that way.

Offline Chris Death

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Re:Turn it off!
« Reply #4 on: 08 May 2004, 11:03:37 »
Quote
Some one else had a similar problem a while back and resorted to a fast looped script that constantly shut off the headlights of the vehicle.

If i remember correct, all he did by that was a nice strobo effect  :D

GuiltyRoachKilla,

for yer multiple mg's you could do several things.

I've attached a sample mish to this post, where i placed a few
m2's + a gunner per each. As spoken above - wp onto gunner
sync'ed to a radio-alpha trigger + wp "GETIN" onto gun.

Now i've used the first waypoints timeout fields that way:

min/max/mid: 0 - 60 - 30

Once you hit radio-alpha - each unit will wait for a different
random time period from 0 to 60 secs until he mounts the gun.

Now that's imho the easiest less-complicated way - only one thing
to take care about when using this method:

don't make the trigger a type: switch, as a switch trigger forces
the unit to do what it's ordered from the next waypoint ahead.
This would mean that the timeout would become ignored.

However when using a switch trigger, you could still simply implement a third waypoint between the first one and the GETIN
wp, to make the timeout in there.

:note - don't worry about random not equal everywhere in multiplayer, as in that case it would be the server, dictating
the random timeout - ya know ai movement is equal everywhere
and ai movement is controlled by the server.

If you can't use this way in your mission, feel free to discuss with
me another method  ;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