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Author Topic: ... and stay out!  (Read 894 times)

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Offline macguba

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... and stay out!
« on: 18 Sep 2004, 16:52:28 »
Towards the end of my mission I want the few remaining enemy to head towards the top of The Hill on Kolgujev.   This makes them easy to find and shoot.   ;D    I've made a little script which, after some beating about the head, will do exactly this.

However, The Hill, as you know, is very steep, and vehicles have great trouble getting up it.    So I added this to my script, to make vehicle crews get out and walk.

units _group orderGetIn false
"unAssignVehicle _x" forEach units _group
units _group orderGetIn false

They get out OK, but then they get straight back in again.   I've tried ordergetin false front and back as you can see, and many other things as well.   I think I had it working for a while in a wee test mission, but it doesn't work in the main mission and I can't figure out why.   Any ideas?    

Many thanks.
« Last Edit: 18 Sep 2004, 17:13:10 by macguba »
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Offline Planck

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Re:... and stay out!
« Reply #1 on: 18 Sep 2004, 17:20:29 »
No ideas yet, but as a quick fix maybe you could setdamage the vehicles so they are unusable and the crew wouldn't get back in.

Or even remove the fuel and ammo.

Planck
« Last Edit: 18 Sep 2004, 17:21:13 by Planck »
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Offline Artak

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Re:... and stay out!
« Reply #2 on: 18 Sep 2004, 17:24:46 »
What is _group?
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Unnamed

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Re:... and stay out!
« Reply #3 on: 18 Sep 2004, 17:28:46 »
I know for sure this works, there are probably other variations to:

Code: [Select]
{_x action ["eject",_Vehicle] ; unassignVehicle _x} ForEach (Crew _Vehicle)

Offline h-

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Re:... and stay out!
« Reply #4 on: 18 Sep 2004, 17:48:54 »
You do this with WPs or with move... I mean order the nmes to 'climb' the hill??

If the vehicle is in the same group as the loons in it, the loons will automatically board the vehicle if the vehicles current position and the next WP are too far from each other... Don't know the excact distance limit though...

Other than that, I don't have a clue what's causing this... :(
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Offline THobson

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Re:... and stay out!
« Reply #5 on: 18 Sep 2004, 18:23:34 »
What about getting them to join another group once they have been unnassigned from the vehicle?  This is a long shot.  Unassignvehicle should realy do it on its own.

Offline Sui

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Re:... and stay out!
« Reply #6 on: 19 Sep 2004, 02:53:58 »
The vehicle is part of their group, right?

They are getting back in because the leader thinks it's a long walk! ;D

Try setting their next waypoint closer to them, so they will walk it instead of being lazy...

I'm trying a similar thing at the moment for a reinforcement script I'm working on... I don't have actual distance values yet, but I'm working on them. I get the feeling the 'maximum walk distance' is in the vicinity of a few hundred meters though...

Offline Zombie

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Re:... and stay out!
« Reply #7 on: 19 Sep 2004, 05:44:13 »
what about allowgetin?  set it to false after they get out

Offline h-

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Re:... and stay out!
« Reply #8 on: 19 Sep 2004, 08:11:57 »
Just ranting.. ::)

Quote
They are getting back in because the leader thinks it's a long walk!
Now, didn't I just 'say' this couple of posts above... ;D ;D
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Offline Sui

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Re:... and stay out!
« Reply #9 on: 19 Sep 2004, 10:32:45 »
Bahaha... er... yes, you did.

Believe it or not that's the second time today I've done that :P

Offline macguba

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Re:... and stay out!
« Reply #10 on: 19 Sep 2004, 12:54:37 »
Yes, the vehicle is part of the group.   In other words I placed a crewed vehicle in the mission editor, not an empty vehicle with movein commands.     I suspected it might be something to do with that.

I'll play with setdammage commands first I think, to blow them all up.   Then I'll calm down and go for setFuel.   ;D   I'll add a distance check as well so they can stay in the wagon if its too far.   And an allowgetin false command too, I'd forgotten about that.   I don't think the eject thing will help, getting them out in the first place is no problem.

By this stage in the mission most of these guys have forgotten they have waypoints.    They get a move command to make them go up the hill.    They also get a doFollow command (necessary for other loons who have been on doStop to keep them in position) and I have a feeling that might be having an impact too.    Anyway I'll have another play and let you know how I get on.    The distance thing would certainly account for it working in the test missionette but not in the real thing.

Thanks all.
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Offline macguba

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Re:... and stay out!
« Reply #11 on: 19 Sep 2004, 13:48:49 »
Well it seems to be fine now.   :)   Thanks again.  Here's the the fixed code.   I suspect the ordergetin line is redundant but I don't care.


? (_k distance flag1) > 600 : goto "drive"

"(vehicle _x) setFuel 0" forEach units _group
"unAssignVehicle _x" forEach units _group
units _group orderGetIn false
units _group allowGetIn false

#drive
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