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Author Topic: guard wwaypoints  (Read 504 times)

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Offline ryankaplan

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guard wwaypoints
« on: 24 Oct 2004, 01:54:27 »
i had never used these before but i thought i knew how they worked.

what i did is put a oh58 on a guard waypoint and i placed a few triggers around the map with these settings:

condition east present repeatedly
type guarded by west

i thought when a east soldier got into one of them i thought teh oh58 would move there? but it doesn't. what am i doing wrong? thanks in advance to anyone who helps

Dubieman

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Re:guard wwaypoints
« Reply #1 on: 24 Oct 2004, 03:59:26 »
Guard waypoint= never ending WP that makes the unit/ group move to an area where friendlies are engaging hostiles then once enemy cannot be found or is destroyed, they move back to original position. However when you put a trigger down saying guarded by west, it means the guard WP ppl will drop by occasionally to well guard/ check the area then move on to the WPs actual position or another guarded by. I hope that explains it more, otherwise tuts have info on them.

Now the trigger's east present has nothing to do with the guarded by part.

Remove the guarded part to none or nothing and do this.

Make the triggers activated by east present repeatadly and synch it to a move WP ontop of the heli, now the heli will go to the next WP and proceed on. If I understand you right, but I'm a little confused... :P

Offline ryankaplan

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Re:guard wwaypoints
« Reply #2 on: 24 Oct 2004, 11:36:02 »
yes but that will only work for 1 trigger. what i want to do is put let's say 5 triggers around the island set on east present repeatedly so when an east soldier gets in one of the triggers a heli will go there and search for him, i want top do this with one heli, so whichever trigger is activated, the heli goes there.

is it possible to do this with waypoints, or will i have to script it?

Offline macguba

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Re:guard wwaypoints
« Reply #3 on: 24 Oct 2004, 13:13:37 »
The fundamental point in this problem is, who is detecting the enemy?   If it is a friendly soldier, then a guard waypoint is appropriate.   If it is a trigger, then guard waypoints are no good.

You don't need a script.   However, what you do need is to make the triggers switch triggers.   Put move, S&D and cycle waypoints in each of the trigger areas.   Each trigger should be synchroed to the move waypoint in its own area.
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