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Author Topic: Snatch and Grab event  (Read 958 times)

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Offline NightJay0044

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Snatch and Grab event
« on: 28 Oct 2008, 22:57:41 »
Hi all, I'm trying to figure out how to do this.....

A resistance leader has recieved medical attention in the city after escaping an ambush by the rebels. The rebels want to find this VIP and seize him and take him and his documents. 

The thing is this mission will be based on the Tonal Island of the BAS MOD.  The rebels know abouts a certain location in the city of his location but they don't know his location excatly.

So what I want to do exactly is;

Have the rebels when they find him take him and capture him to bring him to their vehicle and take him to their location.  Basically the rebels intentiosn are to grab and seize this VIP. 

Also I want there to be numerous rebels in the city, so do you editors think it's possible to have the rebel army search for this VIP person and then once he is found have the other rebels disengage and return to their regular patrols after this has happened.

Yes very confusing but I don't want my editing skills to interfere with my ideas.. :D

This cannot be done through regular OFP waypoints.  I have no idea how to do this in the editor.  I would need guidence and step by step help to do this, or something, I know I should do it all on my own.  Thanks all

NightJay
Who's hyped for Arma4, long live Arma!

Offline savedbygrace

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Re: Snatch and Grab event
« Reply #1 on: 07 Nov 2008, 16:54:28 »
First off, is the one they are hunting the player?
Tonal cities seemed to have been friendlier to AI pathfinding then some of the other islands so conducting searches would not be all that difficult but you would still need to test which areas of the city would be friendlier than the rest. I would recommend having vehicle patrols on the main roads and large groups around the intersections while individual units randomly searched the back alleys and merchant yards. I'm really unsure of how your story dumps the player (I assume) in the city but if you do not want the player killed, you will most certainly have to setcaptive him. You could also use the invisible targets and setpos them near the player when he is detected to increase the fear factor and also represent the poor aim of the persuing units. I think immersion would best suit this mission and if you really want the player to feel trapped, you would not need to search for him. Sounds can be implemented to create panic and the feeling of being closed in on. Place units on rooftops, courtyard entrances and such while groups and vehicles patrol dangerosuly nearby. Place the heal point in the middle of the city and have the player strategize on how to escape without being seen. Place a trigger which encompasses the city and set it to detect when the player is no longer present. That way the player can take his time to escape, thinking he is succeeding in evading the patrols while tension of nearby alleyways erupt in sounds of searches and occasional gunfire and screams that may force the player to return to the dark corner of a nearby shack and wait for the comotion to die down or move away. Then when the player reaches the trigger, just insert a cutscene showing the player in his exact location while you setposition enemy nearby and have them close in on him and arrest him. you could then return control to the player remove his weapon if he had one and order him to mount a vehicle for transport to the interrogation camp. If he tries to flee, setcaptive him to false and actually give him the chance to flee with them on his tail. Otherwise, he is yours for the control.
But you should also consider the backfire...Don't depend on the soldiers in the city to be used in the cutscene. If the player is good and takes his time, he could eliminate all of the units in the city at his leisure. Even if he has no weapon, luck could have one of the ai to fall from a building or one get run over by a patrolling vehicle and provide the player with a firearm. So, with that said...have your intercept crew used in the trigger out of harms way, and then setpos them within 50 meters of the player out of cameras view while they close in on him. ALso don't fail to place the trigger at a point where the intercept crew doesn't end up battling ai paths in alleys or rocks or whatever.