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Author Topic: Changing Waypoints and Removing Mines  (Read 748 times)

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24Gamer

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Changing Waypoints and Removing Mines
« on: 09 Mar 2005, 18:30:36 »
Hi Guys, i have two problems
im trying to change to the next waypoint on command (ie before its complete)
and i am finding it impossible to remove a mine
i started out trying to find the mine in a waypoint list after about an hour of trying i decided to name the mine and hoped that a simple deletevehicle would work, that didnt work, nor did setdammage nor did setpos nor did camdestroy (i found someone saying "mine" camcreate)

anyone know a solution to either of my problems? thanks :D
« Last Edit: 09 Mar 2005, 18:47:14 by 24Gamer »

24Gamer

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Re:Changing Waypoints and Removing Mines
« Reply #1 on: 09 Mar 2005, 18:49:47 »
anyone? i cant finish my map unless i can solve these problems :(

Offline bedges

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Re:Changing Waypoints and Removing Mines
« Reply #2 on: 09 Mar 2005, 19:14:54 »
a wee bit of clarification would help. if you want to move to another waypoint depending on some other event, use a switch trigger.

as for the 'mine' question, i've no idea what you're on about...  :-\

Offline macguba

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Re:Changing Waypoints and Removing Mines
« Reply #3 on: 09 Mar 2005, 21:25:21 »
Firstly, there is no need to bump your post after a mere 15 minutes.    On this board it would be more appropriate to wait at least a couple of days.    ;)

Secondly, like bedges, I'm not quite clear on the waypoint question.    Can you explain it again?   Would a switch trigger do the trick?

Thirdly, mines.    Very difficult objects.   They do not respond to many commands.      I hit this problem with my as yet unfinished mission Regina Proeliorum, which is seeing the light of day again now that Un-Impossible is finished.      Here is the system I invented.  

Create a marker, name it "marker1_9" and place it where you want the mine to be.    Now, in init.sqs have this

mine9 = "mine" camCreate getmarkerpos "marker1_9"

Now place a soldier on an outlying island.    Call him tom1.   When you want the mine to vanish, use this:-

mine9 setpos [(getpos tom1 select 0) , (getpos tom1 select 1)]

This convoluted system took a great deal of time and effort to invent.   You are very welcome to use it in your mission providing you credit me in the readme.     Which, as regular listeners will know, is not a request I make often.

The whole mine clearance bit goes like this.   The loon clearing this mine is called sapper1, obviously.   This is an extract from a larger script:-



#mine9

? not (alive mine9): goto "mine8"
sapper1 DoMove getpos mine9

#loopB

? !alive sapper1: goto "chat"
? not (alive mine9): goto "mine8"

?(sapper1 distance mine9 < 3):goto "clearB"
~1

goto "loopB"

#clearB
sapper1 playmove "CombatToPutDown"
~1
mine9 setpos [(getpos tom1 select 0) , (getpos tom1 select 1)]


The mine does not appear at tom1's feet, I don't know where it goes.    I suspect underneath him at sea level.   You can send as many mines to him as you want.
Plenty of reviewed ArmA missions for you to play

24Gamer

  • Guest
Re:Changing Waypoints and Removing Mines
« Reply #4 on: 10 Mar 2005, 00:03:00 »
sorry about posting again a bit soon, i managed to fix my waypoint issue, had to setWPPos
about the mine issue, since it seems to be tricky in order to get a functional deletion of mines i think i may just leave it as it is only meant for aesthetic purposes, but thanks for the replies anyway.