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Author Topic: Hard questions lol  (Read 3742 times)

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exigent

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Re:Hard questions lol
« Reply #30 on: 19 Aug 2005, 17:38:14 »
There is a problem, the leader tells his whole group to move there.

dan ick

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Re:Hard questions lol
« Reply #31 on: 19 Aug 2005, 21:22:03 »
Hi,

Does your mission start with the man fixing the car,cos if so you can ungroup your men but keep them pretty close together at the start and then have them move to the markers.Then use the 'join' command to group them together when they need to escape.

[unitname,unitname,unitname] join unitname-(the leader)

It would probably be easier to write it all in notepad and run a simple script with all the commands so your triggers wont be filled with code (not that it matters just gets a bit messy)
Someone will probably come up with something better than this but this is just another thought.

Hope it helps :-\

Dan ;D
« Last Edit: 19 Aug 2005, 21:25:08 by dan ick »

Offline Triggerhappy

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Re:Hard questions lol
« Reply #32 on: 20 Aug 2005, 01:20:15 »
dan move is a group command, so you would use domove on single units

@exigent
place a gamelogic or a marker, it doesn't matter
then you would do exactly what you stated earlier. by "stop them when you want to" i meant i could tell them to return to "normal" behavior

if you are using this on a lot of people i would recommend this:
[unitname,(getpos gamelogic_name)] exec "whateveryounameit.sqs"

Code: [Select]
_unit = _this select 0
_pos = _this select 1
#loop
_unit domove _pos
~5
goto "loop"

that way you can use the same script on every unit, simply by changing the unit name and gamelogic that you use when calling the script

dan ick

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Re:Hard questions lol
« Reply #33 on: 20 Aug 2005, 01:28:21 »
triggerhappy-if you are talking about move position,try it with a single unit,it does work on gls.
If your not talking about that sorry for the mix up.

Arrr wait i see not on markers :-[,Its just from the post i did before i said markers or gls.

Soz matey. :P
« Last Edit: 20 Aug 2005, 01:34:09 by dan ick »

exigent

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Re:Hard questions lol
« Reply #34 on: 20 Aug 2005, 03:09:38 »
Arigth trigger-happy it worked great news! lol. But can you incorpate something into the script that will make them crouched? Also it doesn't seem to work when i use a marker. Do you know why? I find them easier to use and more acurate, the gamelogic is such a big flag lol :P.

exigent

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Re:Hard questions lol
« Reply #35 on: 20 Aug 2005, 22:45:21 »
Also if i use this in the inti field of the soldiers:

this disableai move

How can i reactivate them to move in a trigger? Or if i use that loop script from trigger happy, does that make them not move? Also how can i activiate a trigger when they see the enemy? ???

Offline macguba

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Re:Hard questions lol
« Reply #36 on: 21 Aug 2005, 00:40:20 »
Quote
How can i reactivate them to move in a trigger
You can't.   Although you can delete the unit and replace it with an identical one, preferably when you know the player isn't looking.

Quote
Also how can i activiate a trigger when they see the enemy
Errr ... East detected by West or whatever.
« Last Edit: 21 Aug 2005, 00:40:37 by macguba »
Plenty of reviewed ArmA missions for you to play

exigent

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Re:Hard questions lol
« Reply #37 on: 21 Aug 2005, 01:21:27 »
Aright thanks for the info :).

Offline Triggerhappy

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Re:Hard questions lol
« Reply #38 on: 21 Aug 2005, 02:48:06 »
to make it work with a marker you would use getmarkerpos "marker" rather than getpos gl

exigent

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Re:Hard questions lol
« Reply #39 on: 21 Aug 2005, 02:55:34 »
"getmarkerpos"? What do you mean? In the inti field you put:

[unitname,(getpos gamelogic_name)] exec "whateveryounameit.sqs"

do you want me to replace getpos with getmarkerpos?

Offline Triggerhappy

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Re:Hard questions lol
« Reply #40 on: 21 Aug 2005, 02:59:56 »
if you want to use a marker yes

EDIT:you didn't actually save it as whateveryounameit.sqs did you? ::) :P :o
« Last Edit: 21 Aug 2005, 03:01:08 by Triggerhappy »

exigent

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Re:Hard questions lol
« Reply #41 on: 21 Aug 2005, 03:40:41 »
LOL no. Also thanks once again ;D. lol one more thing, at the end of the sqs. file it says "goto loop". How about if i have 7 gamelogics named loop1, loop2, etc? ??? you know for each person.

Wait, there's more lol.

I want to put this in a trigger:

this setbehaviour "combat";this setunitpos "up";this switchmove "combattocrouch"

But how can i put so that it does it for the whole squad? I don't want to it put in a trigger 8 tims (to messY), so i just want to know how can i have so i put it in a trigger and the whole squad would do it?
« Last Edit: 21 Aug 2005, 04:01:31 by exigent »

Offline Triggerhappy

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Re:Hard questions lol
« Reply #42 on: 21 Aug 2005, 05:43:32 »
thats not how goto works

do this:
[[[unit1,unit2,etc,etc...],[gamelogic1,gamlogic2,etc,etc...]]]exec "script.sqs"


Code: [Select]
_all_units = _this select 0
_all_positions = _this select 0
_i = 0
#loop
_unit = _all_units select _i
_pos = getpos (_all_positions select _i)
_unit domove _pos
_i = _i + 1
?_i < (count _all_units):goto "loop"
~5
_i = 0
goto "loop"

you have to put the units in the same order as the positions to move to
so if unit5 is fifth in the unit list, his position gamlelogic5 would have to be fifth in the other list