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Author Topic: Cliff assault  (Read 515 times)

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GI-YO

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Cliff assault
« on: 10 May 2005, 10:32:28 »
Hi just a quick question.

I want to simulate troops from a boat mounting a cliff assault, I dont want to show the troops moving up the cliff as this will probably look messy. If you could have a black out when the boat reaches the bottom of the cliff and then move the troops to the top of the cliff and then black in. How would this be done? Thanks for any help.

GI-YO

Offline macguba

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Re:Cliff assault
« Reply #1 on: 10 May 2005, 10:37:31 »
Use titlecut commands for the blackout and black in, and setPos commands to move the loons from where they are to you want them to be.
Plenty of reviewed ArmA missions for you to play

GI-YO

  • Guest
Re:Cliff assault
« Reply #2 on: 10 May 2005, 10:51:44 »
Thanks Mac, i'll have them up the cliff in no time  ;D

GI-YO

GI-YO

  • Guest
Re:Cliff assault
« Reply #3 on: 11 May 2005, 15:24:10 »
I got this so far and it works to a cetain extent. I get the black out, move to the marker but then the whole sqaud stays glued to the spot, instead of running to their next WP.


;cliff assault script 1

~8

titlecut ["","BLACK OUT",3]

~10


a1 setPos  "clifftop"

a2 setPos  "clifftop"

a3 setPos  "clifftop"

a4 setPos  "clifftop"

a5 setPos  "clifftop"

a6 setPos  "clifftop"

"UnassignVehicle _x" forEach units alpha
[_unit] ordergetin false

titlecut ["","BLACK IN",3]

~3

exit

a1 is the loon name, clifftop is the marker name.

can anyone see why this would happen (my script is bound to be wrong) or have experienced this before. thanks in advance.

GI-YO
« Last Edit: 11 May 2005, 15:25:26 by GI-YO »

Offline macguba

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Re:Cliff assault
« Reply #4 on: 11 May 2005, 17:06:00 »
They're all glued together.   Setpos them to offsets from the marker.  

a1 setPos [(getMarkerPos "clifftop" select 0) + 3, 1getMarkerPos "clifftop" select 1) + 4, 0]

etc.   syntax not guaranteed.

Plenty of reviewed ArmA missions for you to play