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Author Topic: Gaurd waypoints starting off safe and changing  (Read 1295 times)

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Aculaud

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Gaurd waypoints starting off safe and changing
« on: 14 Oct 2002, 09:19:33 »
I need a unit to be at a gaurd waypoint, but start off in safe behaviour, and then when an enemy unit gets identified, it moves to aware behaviour and assumes its course.

I have tried putting it at a move waypoint with safe behaviour before the gaurd waypoint and it doesnt work. I have also tried giving it two garud waypoints, the first one safe and the second one aware and that doesnt work either.


HELLLLLLLLLLLLP!

Offline Wolfrug

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Re:Gaurd waypoints starting off safe and changing
« Reply #1 on: 14 Oct 2002, 17:27:14 »
well, a guard waypoint is sort of like a seek & destroy or a hold wp. They won't cancel on their own, you have to shut them down with a trigger or somesuch.

However, there's another waypoint which should work for you, namely the Sentry wp. The sentry wp will be done with once the group sees an enemy, so just make that one safe, and then make another guard or move or whatever afterwards which is aware. Should work.

if it does, remember the solved problem button ;)

Wolfrug out.
"When 900 years YOU reach, look as good you will not!"

Aculaud

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Re:Gaurd waypoints starting off safe and changing
« Reply #2 on: 15 Oct 2002, 00:59:53 »
Its not working.

Ok, heres the situation this will be used for:

This is going to be a stealthy mission where there will be a ton of enemy patrols gaurding the mission area. How a GAURD waypoint seems to work is that if ANY friendly unit spots an enemy the units at gaurd waypoints will go to where the enemy was spotted and look for them. This will work perfectly for a quick response team. The problem is, i want the team to be at safe behaviour first. And then, if an enemy is spotted they go to aware or combat behaviour as they assume their course.

Bremmer

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Re:Gaurd waypoints starting off safe and changing
« Reply #3 on: 15 Oct 2002, 02:13:00 »
OK - slightly long winded, but it should work:

Name the group using guards = group this
Set up the guard waypoint as normal.
Stick a small (25 x 25) not present trigger over the waypoint and group it with one of the guards. Change the condition to All group members.
Set On Activation as guards setbehaviour "aware".

Problem solved  ???  :)
« Last Edit: 15 Oct 2002, 02:14:05 by Bremmer »

Aculaud

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Re:Gaurd waypoints starting off safe and changing
« Reply #4 on: 15 Oct 2002, 03:36:19 »
Slightly modified version of that...

Set up the not present trigger over them and just group it with the leader. Then, in the trigger, make it activate when the whole team or any team member isnt present.

BOOM! Problem solved!

Thanks man :thumbsup:

Aculaud

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Re:Gaurd waypoints starting off safe and changing
« Reply #5 on: 15 Oct 2002, 09:25:20 »
Ok, new problem:

I have my quick response team set up to get in a chopper. I have all their position assignmensts in their init fields. This assignascargo chopper, etc. So, when the gaurd waypoint sends them out to find the enemy that was spotted they get in their chopper and assume their course. The problem is that as many as four of the soldiers get in and then get out almost imediately and assume their course on foot. I DONT want this to happen. They need to stay in until they actually have something to attack.

I have tried ordergetin TRUE and it doesnt work.

Mike

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Re:Gaurd waypoints starting off safe and changing
« Reply #6 on: 16 Oct 2002, 03:22:48 »
you chould "cheat" it...     Not Guaranteed to Work!

first lock the chopper..

then make a trigger over the chopper radius 20-40, group the trigger to the infantry group u want to have board the heli, then make it so it activates when all group members are in the trigger. "Whole Group" "Present"

the "Whole Group" option will come up when u group the trigger to the group leader..

name your group (for now we will say R1 - R8) and name your heli (heli1) then in the On Activation field put:

R1 moveincargo heli1; R2 moveincargo heli1; R3 moveincargo heli1; R4 moveincargo heli1; R5 movein...

and so on for the whole group..

if u want to unlock the heli after simply putthe following code anywhere it would fit best:

heli1 lock false

Im not entirely sure if they will stay in, dont see any reason why not.. I know living players cant disembark from a locked vehicle.. but AI have a mind of their own..

david-p

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Re:Gaurd waypoints starting off safe and changing
« Reply #7 on: 16 Oct 2002, 14:52:37 »
im on a similar problem to above, i want all the guards to go into combat when any west is detected. im aware of "switch" triggers, but im not too averse to scripting if needs must.
the only problem is that all the guards make up about 12 groups in total.
the only thing i can think of is using the thislist of a trigger and seleting the east from it with countside, but i cant quite get it right.
TIA, dave

Offline Ottie

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Re:Gaurd waypoints starting off safe and changing
« Reply #8 on: 16 Oct 2002, 17:50:59 »
You can setup a good alarm system in the following way

Trigger 1:
Create a trigger that is big enough to contain al the east forces

Activation by : WEST
Activation type : Detected by EAST
Repeating : Yes
Condition : this
On Activation : AlarmEast = true

Trigger 2:
Create a trigger that is big enough to contain al the east forces

Activation by : EAST
Activation type : Present
Repeating : Yes
Condition : AlarmEast
On Activation : cmode ="COMBAT"; "_x setBehaviour cmode" forEach thislist

Trigger 3:
Create a trigger that is big enough to contain al the east forces

Activation by : None
Activation type : ---
Repeating : Yes
Condition : AlarmEast
Time min : 25
Time mid : 35
Time max : 45
On Activation : AlarmEast = false

Trigger 4:
Create a trigger that is big enough to contain al the east forces

Activation by : EAST
Activation type : Present
Repeating : Yes
Condition : !AlarmEast
On Activation : smode ="SAFE"; "_x setBehaviour smode" forEach thislist

This is what I use to change behaviour of my guards or troops, this is done by BIS in the same way, see mission stealing the documents 1985 campaign
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