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Author Topic: MP assigning group  (Read 1339 times)

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Offline Seven

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MP assigning group
« on: 09 Dec 2005, 12:07:48 »
Hi all,

It's prolly been asked B4 & I searched the editors depot for my prob but couldn't find it.
Since there's 68 pages here to read I'll just fire away  ::)

I'm making a little MPmission that starts with a group off players (not AI) in a chop as cargo, so I got AI flying the chop.  Further on they will be dropped & for that I use a little drop script (which works fine).

Now the prob:
I can assign a group to be in that chop from the start in the init field of the commander (W1)
/// mygrp = group this; ""_x moveincargo chop1"" foreach units mygrp"; ///  that works fine; but when I pick another slot and play without that commander offcourse the script is gone & no player is in the chop.

Is there a way to assign a group not directly to one of the players? So that whatever slot one picks it will always work? I tried to put it in the init field of the chop itself but that doesn't work.

Thx in advance,
Seven  :)

ROBINO

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Re:MP assigning group
« Reply #1 on: 09 Dec 2005, 13:11:43 »
if u only have one group of players this might work:

make a trigger:

condition: true
on activation: mygrp = group player; {_x moveincargo chop1} foreach units mygrp


but you really dont need to assign a name for the group.  Inside the init field of each unit put:

this moveincargo chop1

Offline Seven

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Re:MP assigning group
« Reply #2 on: 09 Dec 2005, 14:10:43 »
Thx alot ROBINO!
This works just fine  :)

The reason I needed to assign a name to the group was for the eject script to work.

Greetz
Seven