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Author Topic: AA Launcher loon question  (Read 874 times)

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cirkut5732

  • Guest
AA Launcher loon question
« on: 18 Oct 2005, 09:37:31 »
Hey guys ot a question for you
  I have a loon that I removed all the weapons from and added a AALauncher.
How do I get the loon to be in the crouching position with the AA slung over his shoulder
and ready to fire?
Basically i have a plane I need shot down so I created a trigger so that when activated by the plane the loon would shoot down the plane, Now with the plane going as slow as possible it still takes the loon to long to target, get on knees, aim AA, and shoot, by that time the plane is out
of the area I want it shot down in. So I figure if the loon is already crouching and ready to fire it
would lower the time it takes
Any help would be appreciated

pazuzu

  • Guest
Re:AA Launcher loon question
« Reply #1 on: 18 Oct 2005, 10:02:22 »
I think if you use the command: soldierOne selectWeapon "AALauncher" it will force the unit to use AALauncher.

There is also a Guided missile script in the editors depot if that might help...


cirkut5732

  • Guest
Re:AA Launcher loon question
« Reply #2 on: 19 Oct 2005, 00:08:49 »
Well I dont really need to force him to use the AA because i removed all weapons and added a AA launcher already, the problem is by the time the loon arms himslef with it to shoot down my plane, the plane is out of the range where i need it to be shot down out
A good example is when you create a loon and do nothing to its init field, It automatically is pre armed and holding his gun in the attack position, Now take that same loon and removeallweapons then add a AALuncher and preview, Now the loon is standing there with hands at side, instead of being crouched with AA over shoulder
Ill try the guided missile even tho the loon has no problem hitting the plane its just he wont hit the plane when I want it to, basically after I initiate the dofire command it roughly takes about 10 seconds for him to actually fire, I need to get it down to more like 3 seconds

Thanks for the reply!

Offline Raptorsaurus

  • Editors Depot Staff
  • *****
Re:AA Launcher loon question
« Reply #3 on: 19 Oct 2005, 00:53:15 »
YOu have to tell the loon about the plane sooner.  Try putting this in his init feild:

this reveal plane; this doTarget plane; this doFire plane

In place of "plane" put the name of the plane in your mission.

So now the loon will start targeting the plane even before it is in range and as soon as it is in range he will attack it.  If the ploane take too long to get in the loon's firing proximity, then he might forget about it, if this is the case then make a script that remindes the loon about the plane every few seconds until the plane or the loon is killed.

cirkut5732

  • Guest
Re:AA Launcher loon question
« Reply #4 on: 19 Oct 2005, 01:43:31 »
thanks did not know about the reveal command (still kinda a newb) thanks!

Offline 456820

  • Contributing Member
  • **
Re:AA Launcher loon question
« Reply #5 on: 20 Oct 2005, 21:20:30 »
what you need is

soldierone selectweapon (secondaryweapon soldierone)
soldierone playmove "Weapon"

there he will play the move to reach for his weapon if not wanted change the playmove to switchmove and change the name of soldier to suit what the name of the soldier is

and it should work fine

i use that in an outro where i want my guy to rach for his AT weapon then launch it work with me

Joukov

  • Guest
Re:AA Launcher loon question
« Reply #6 on: 24 Oct 2005, 06:05:59 »
maybe a stupid question on my part, but did you give him the ammo for the AA launcher?