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Offline NightJay0044

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Squad Editing
« on: 30 Aug 2008, 03:48:04 »
Hi all, I'm creating a mission where an objective is to elimate 3 squads for the 2nd objective.
How do you make a squad not move until the 1st objective is complete?

Basically i want the two west squads to not move to their next objective until they eliminate the 3 enemey squads. I know there probably needs to be a little editing done to it.

I appreciate it, thanks.
Who's hyped for Arma4, long live Arma!

Offline Kendo J

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Re: Squad Editing
« Reply #1 on: 30 Aug 2008, 12:07:13 »
I don't know what sort of area these three enemy squads cover but is it something as simple as a condition they need to activate before moving?
have you tried...

give the group 2 waypoints a move and a cycle

[groupname, WP_no._0] setWPPos getMarkerPos "MarkerOne"
[groupname, WP_no._1] setWPPos getMarkerPos "MarkerOne"
Likethis.....
[groupOne, 0] setWPPos getMarkerPos "MarkerOne"
[groupOne, 0] setWPPos getMarkerPos "MarkerOne"

after all squads are dead this will move both waypoints to the next maker and to ensure they go there, the cycle waypoint stops the move waypoint from being completed. A search and destroy waypoint instead of the move will make them hunt that area untill the trigger is set off, rather than just move to the marker and stop.

so you have a trigger saying
"east" not present
or
"any group member" not present

activ: [] exec "movewaypoint1.sqs"
or
activ: [groupOne, 0] setWPPos getMarkerPos "MarkerOne" ; [groupOne, 0] setWPPos getMarkerPos "MarkerOne";

HOWEVER,
the simple way is to just have a condition "condition1 = true" in the activation of the trigger and put condition1 in the condition slot in the groups WP...
OR
a switch trigger and sycronised to the WP...

the problem with the simple way is that they will just move to that WP and stop, I think even with a S&D WP...

Kind Regards
Kendo

Offline NightJay0044

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Re: Squad Editing
« Reply #2 on: 30 Aug 2008, 22:02:59 »
Is that how it should work because here are my objectives:

1) Insert into area
2) Eliminate enemy guards
3) Destroy mortars
4) Exfiltrate to exraction.

So as you can see, the west to eliminate enemy guards before they can move to destroy the mortars, because the enemy guards are before the mortars. Do you get what I mean?

Also: to be specific there are 3 squads of atleast 4 men in each squad covering an area of about 200meters.
« Last Edit: 31 Aug 2008, 07:02:44 by NightJay0044 »
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Offline Kendo J

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Re: Squad Editing
« Reply #3 on: 01 Sep 2008, 13:04:09 »
ok try this

Likethis.....
[groupOne, 0] setWPPos getMarkerPos "MarkerOne"
[groupOne, 1] setWPPos getMarkerPos "MarkerOne"
or
[groupOne, 0] setWPPos getPos "Gamelogic1"
[groupOne, 1] setWPPos getPos "Gamelogic1"

with the WP's being seek and destroy and cycle. then when trigger says the three enemy squads are dead
eg trig one is (activ: sqd1dead = true),Trg2 (activ: sqd2dead = true etc......)
trig four is (cond: sqd1dead && sqd2dead && sqd3dead) (Activ: [groupOne, 0] setWPPos getMarkerPos "MarkerOne"; [groupOne, 1] setWPPos getMarkerPos "MarkerOne"

of course you cannot have any special WP's like "get in" unless you have synchronized to a switch trigger a cycle WP that will break the seek and destroy cycle for them to get to extraction.

What I would do is use CoC Command Engine and be the platoon commander for 3 squads (e.g. platoon) that way you control the friendlies and don't have to worry about WP's or on the AI running directly into a wall of bullets. But That is just me....

Zwobot and I (mostly Zwobot) are working on an updated CE lite that I think will be ready soon if you wanna give it ago? basically it has more features than the Ce lite and sound files to make the squad radio chats more immersive/realistic.

Kind regards
Kendo

p.s. a script to control the AI movement would be a much cleaner way of controlling the AI

Offline NightJay0044

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Re: Squad Editing
« Reply #4 on: 01 Sep 2008, 22:38:32 »
Okay thanks for the help, but I'm confused on how to get it to work. I don't know where to put everything.

So for the "move" and "seek and destroy" waypoints. Those are for my two allied squads? Because I have 2 allied squads and 3 enemy squads.

Also, where am I supposed to put this code?

Quote
[groupname, WP_no._0] setWPPos getMarkerPos "MarkerOne"

'Is this whole line something I have to type in an external script?

I'm just not sure how to set it all up.  Since the codes have names like "markerone" and "gamelogic1" then I'm supposed to use my markers I have and create game logics?

Thanks..
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Offline Kendo J

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Re: Squad Editing
« Reply #5 on: 02 Sep 2008, 12:19:52 »
Well as I am not on OFP right now i don't really know if it will work but i will go through it step by step....


(I will use quote boxes for triggers and other OFP things)

It can be done with a script but also with triggers and waypoints...

anyway... here it is in steps, off the top of my head
name each friendly group you can make any group name and condition name you like, i will use easy generic ones...
Put this line in the leaders Init line
GroupW1 = group this

Give each squad 2 waypoints, a S&D and cycle



Quote
Put two empty markers down where you want your second Waypoint to be, Name them marker1, marker2

Quote
create 3 triggers for your enemy squads
group each trigger to each corresponding enemy group.

TRIGGER (x3) SIZE: covers mission area

Any group member: not present

in the 'on activation' line write : sqd1dead = true

for each trigger remember to change the condition you created e.g. sqd1dead, sqd2dead, sqd3dead

Now make forth trigger

Quote
SIZE: 0,0

Put this in the condition line: sqd1dead && sqd2dead && sqd3dead
On Activation:[GroupW1, 0] setWPPos getMarkerPos "Marker1"; [GroupW1, 1] setWPPos getMarkerPos "Marker1"; [GroupW2, 0] setWPPos getMarkerPos "Marker2"; [GroupW2, 1] setWPPos getMarkerPos "Marker2" 
 


what this will do is when all the conditions are met i.e. all the enemy squads are dead the fourth trigger will be activated and the waypoints of each group will be moved to the corresponding marker...

this is not a fool proof way of doing it... I would suggest a script, If you are still struggling PM me I will give you my eamil and you can send me your editor mission so I can try and help... maybe write a script for you... but try and get it to work for your self.

Quote
IF THIS DOESN'T WORK
[GroupW1, 0] setWPPos getMarkerPos "Marker1"; [GroupW1, 1] setWPPos getMarkerPos "Marker1";
CHANGE IT TO
[GroupW1, 1] setWPPos getMarkerPos "Marker1"; [GroupW1, 2] setWPPos getMarkerPos "Marker1";

As i say i don't have OFP here right now so I can't test this to be sure

I hope this helps
Kendo

« Last Edit: 02 Sep 2008, 12:22:05 by Kendo J »