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Offline Chrispy

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Enemies invading...
« on: 04 Jun 2007, 07:06:17 »
Okay, now I'm making this mission, where you're just taking a break at a NATO base on Malden. And basically, 1-2mins later, all these enemies just attack this base instantly.

Now, I stationed enemy groups near the base to attack on the map, but I want them all to be invisible, and the come visible when they do attack. Is this possible by any chance?

And also, how would I make it so that when every West soldier in the designated trigger is dead, my two speech sounds trigger? (I know how to work with the speech sounds, just need to know how to trigger them, when every West soldier except me is dead in the designated trigger.)

Thank you to anyone who can help me out with this.

Chris :)
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Offline macguba

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Re: Enemies invading...
« Reply #1 on: 04 Jun 2007, 20:18:48 »
Don't make them invisible, this is unneccessary and unfair on the player.   Instead, set things up a little differently.   Perhaps put add a building or two or some trees to obscure the approaching enemy; make the base patrols resting in a corner rather than actively patrolling as they should be; distract the player with a small task or somebody talking to him.

Synchronise the waypoints of the attack groups to keep them coordinated.   Use switch triggers if you want to control them in a more sophisticated way.

For the everybody dead trigger make a trigger over the area, West present.   In the condition field

(count thislist < 2) and (playerUnitName in thislist)

Syntax not guaranteed at all but its something along those lines
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Offline Chrispy

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Re: Enemies invading...
« Reply #2 on: 05 Jun 2007, 08:10:51 »
Awesome macguba. Thanks.

Also, is it possible via script or anything to make it so that there can be random explosions all over a designated area?

Chris :)
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Offline macguba

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Re: Enemies invading...
« Reply #3 on: 06 Jun 2007, 00:25:20 »
There are many explosion and artillery scripts.    Try the editors depot and the editors depot board in the forum.
Plenty of reviewed ArmA missions for you to play

Offline The-Architect

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Re: Enemies invading...
« Reply #4 on: 06 Jun 2007, 02:01:29 »
Give all your enemies,

Code: [Select]
this allowfleeing 0
commands in their inits so that they don't run away. A common problem with side not present triggers is that sometimes a stray bad guy will mean the mission won't end until you find and kill him.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Chrispy

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Re: Enemies invading...
« Reply #5 on: 08 Jun 2007, 10:57:07 »
Thanks a bunch. These'll help in the future!

Also, just a question outta curiousity, is there a way to start off as a certain player when you start off in a vehicle? Like for example, regarding the BAS Little Birds addon. When you insert a BAS LB helo in the map, and have it as the player, you of course start off in the helicopter, and you've even got a custom crew character as yourself as well. Is there a way to start off in the LB as a Black Op, just the actual crew character, etc? I want to know if it's possible ONLY if you start off as a helo player, etc.

Thanks.

Chris :)
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Offline macguba

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Re: Enemies invading...
« Reply #6 on: 08 Jun 2007, 20:02:58 »
Create the player unit you want.   Create an empty chopper, with the special field set to flying.   Name the chopper 'chopper1'.    In the init field of the player unit write

this assignAsDriver chopper1; this moveInDriver chopper1

Syntax not guaranteed - I'm very rusty - but you get the picture.
Plenty of reviewed ArmA missions for you to play