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Author Topic: count Enemy  (Read 970 times)

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Lazy Lays

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count Enemy
« on: 25 Jul 2005, 13:52:47 »
I have placed some crew members near an empty shilka... I want the crew members to move in the shilka when they detect an enemy. And when entered move towards the enemy ?

« Last Edit: 25 Jul 2005, 13:55:04 by Lazy Lays »

Offline bedges

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Re:count Enemy
« Reply #1 on: 25 Jul 2005, 17:44:32 »
see attached.

oh, and what does this have to do with counting the enemy?
« Last Edit: 25 Jul 2005, 17:45:11 by bedges »

Lazy Lays

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Re:count Enemy
« Reply #2 on: 25 Jul 2005, 18:57:07 »
I saw this in the Command Reference --->

Enemy1 countEnemy list triggerOne

Maybe it could be used in some way ?  

Offline Blanco

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Re:count Enemy
« Reply #3 on: 25 Jul 2005, 20:38:22 »
To keep it simple...
Place waypoints in following order

- sentry wp
- getin wp (on the shilka)
- search & destroy wp. (with a big radius)
- cycle wp
Search or search or search before you ask.

Lazy Lays

  • Guest
Re:count Enemy
« Reply #4 on: 25 Jul 2005, 21:03:19 »
Thanks...
Last Question:
I am nearly finished with my first mission and have only one problem to solve..
when all the main objectives are complete the player must move to a forest to end the mission..

But the player can only complete the mission when the main objectives are complete.. and not just move to the last waypoint to complete the mission <--- how to do this ?

Hope you know what i mean ?

Offline bedges

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Re:count Enemy
« Reply #5 on: 25 Jul 2005, 21:24:24 »
when an objective is completed, you use

Code: [Select]
"1" objstatus "done"
to tick off the objective in the briefing. in addition to this, create objective variables, like obj1, obj2 etc. in the init file and set them all to false. once an objective is completed, make the corresponding variable true, i.e.

Code: [Select]
"1" objstatus "done"; obj1 = true
and in your evac area trigger, player present, condition field

Code: [Select]
this and obj1 and obj2 and obj3 etc
« Last Edit: 25 Jul 2005, 21:24:43 by bedges »