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dan ick

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weapons
« on: 16 Apr 2005, 02:02:29 »
 ;DHi,

Well,i havent bin on ofp for a few months now,but i think its time to carry on again,so i have this little problem,I just wanted to know whether it was possible for a weapon to activate a trigger,if you know what i mean.U see i dont know whether anyone has this but i dwnloaded an addon which is Secret documents and you give it to men with the addweapon command,i have the docus on a table but i only want the mission to end when u have brought the docus to the extraction or wotever.I have skimmed through quite a few pages but am a bit unsure on wot to look under :-[.

So if anyone can help,please do.THANKS. ;)


Dan
« Last Edit: 16 Apr 2005, 02:03:30 by dan ick »

Offline sharkyjoe

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Re:weapons
« Reply #1 on: 16 Apr 2005, 02:17:29 »
You should be able to name it, in the under name are of object mission editor. I haven't seen the add-on that you're talking about but ya should be able to name. Once named just add that to a trigger to check if it is present in the trigger feild. If that dones help look for it in the Read me that should have come with the add-on. Failed that De-Pbo it and maybe it is named there.
Hope this helps :)
On second thought after down loading it from my old computer. You have to use has weapon in the trigger feild.
Name of weapon is SSV_Documents
Check same type of problem for me http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=22934;start=0 On March 30, 2005
« Last Edit: 16 Apr 2005, 02:52:39 by sharkyjoe »
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance

bluehand

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Re:weapons
« Reply #2 on: 16 Apr 2005, 23:42:11 »
don't know how to recognise the weapon, but you could do this instead: when your script / trigger adds the secret documents to some guy, have it also set a global variable to remember who got them.
frodo addWeapon theRing; ringbearer = frodo

Then, your trigger can fire repeatedly and check its list of triggering people for ringbearer being one of them.  Or you could have the other script keeping going, and have it check distance from a marker or gamelogic every 10 seconds
?((ringbearer distance mountdoom)<5) : exec "destroyring.sqs"
 ;D

dan ick

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Re:weapons
« Reply #3 on: 18 Apr 2005, 20:58:38 »
 ;D Hi

Sorry its took a few days to reply,but bin a bit busy.
Thanks to both of you for the info,will try it when i get home.

Once again THANKS.

Dan :gunman:

dan ick

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Re:weapons
« Reply #4 on: 10 May 2005, 17:15:54 »
O.K Guys

I know this post is a few weeks old but when searching the forums last nite i came across this.

(unitname HasWeapon "Weapname") -With the brackets

It goes in the condition field of the trigger,but fires up the trigger as soon as you take the weapon(as the conditions are not-this)(obviously most of you already know this but just thought it might be useful for others if this is what they need. ;D)

O.k i take it that to stop the trigger firing up straight away,it is something to do with triggers firing up other triggers (possibly ???).
Anyway im gonna get my butt down the ed depot and learn a bit more about triggers firing up other triggers.

Dan :gunman:
« Last Edit: 10 May 2005, 17:17:02 by dan ick »

Offline 999chris

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Re:weapons
« Reply #5 on: 10 May 2005, 17:59:24 »
Alright mate,..

Whatchu wanna do is.... Create a trigger in some random area, near the doc's position in the area, so you know where it is... set the sizes to 0... (Trust me it makes it a lot easier, becasue there aint a big ring around it to make a mess...)

Set it to "repeatedly"

and in the Condition field put:

UnitName hasWeapon  "WeaponName"

The "WeaponName" should be whatever the documents are,.. "SSV Documents" is it?

Then on Activation:

RingBearer=true

and on Dectivation:

RingBearer=false

Trust me having it on deactivation makes the mission more stable...

Then, at the extract point create a trigger with a sutiable ring... "group" the trigger to the player, set the activation to "Vehicle". Change the type to "End#", set to repeatedly and have the condition...

this and UnitName hasWeapon  "WeaponName" and RingBearer

Put up the mission if you want me to take a look... good luck.
« Last Edit: 10 May 2005, 18:00:57 by 999chris »

dan ick

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Re:weapons
« Reply #6 on: 11 May 2005, 01:02:35 »
 ;D ;D ;D

Hey thanks 999Chris,Tried it and it worked perfect.I can finally start making my mission properly now (THANKS TO YOU :-*).
Anyways once again THANKS.

 :gunman:YOU DA MAN :gunman:


Dan :P

Offline 999chris

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Re:weapons
« Reply #7 on: 11 May 2005, 09:04:21 »
'Tis fine dude,..

Ive only started editing within the last couple of months,.. glad I could help someone out.