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Author Topic: Easy question I suppose  (Read 981 times)

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DELTA Turkinator

  • Guest
Easy question I suppose
« on: 21 Feb 2003, 12:14:11 »
How would you do this -
I  put a civilian car in my map. I want the car to drive to a point, the man driving gets out walks over to a soldier, a cinematic comes up, he starts talking. How would you make the civilian walk back into the car and drive off to somewhere else? You can't put another waypoint on top of the car that tells him to get back in because it just comes up with the car information.
I tried this -
Put a civilian, then an empty car. Tell civilian to get in, move to a point, get out, cinematic appears, talks to soldier. If I try to tell him to get back in the car it comes up with the properties of the previous waypoint - Get In.
I also want to do this with a group of soldiers.

Any suggestions? I would highly appreciate some help  :-\ .


SpecOpWarrior

  • Guest
Re:Easy question I suppose
« Reply #1 on: 21 Feb 2003, 12:19:02 »
lol,

reminds me of the trouble I had when I was a begginer too;-)

What you need is scripting my friend.  The wonderfull world of scripting lies in your lap.  But this is the easy scripting,

 "command reference"

For begginers, you can't go wrong with this.  
The comman reference is something that helps begginers of all kinds!

I do not have the link, but not to worry, I shal find it for you.
Just hold tight!

SpecOpWarrior

  • Guest
Re:Easy question I suppose
« Reply #2 on: 21 Feb 2003, 12:24:04 »
Here is your beautifull command reference straight from the OFPEC Editors Depot: http://www.ofpec.com/publicfiles/files/tools/comref_1912.zip


Now, there is also one for resistance.  I will get in contact with HAMMY and tell him to release his Resistance Command Guide here.

Hope it helps, enjoy ;)

DELTA Turkinator

  • Guest
Re:Easy question I suppose
« Reply #3 on: 21 Feb 2003, 12:28:03 »
Thnk you very very much ;), oh ye, cool picture 8)!! Splinter cell i guess  ;D!

DELTA Turkinator

  • Guest
Re:Easy question I suppose
« Reply #4 on: 21 Feb 2003, 12:34:45 »
the command ref.exe is missing a file MSINET.OCX, I have version 1.46 is this why? i think i know what you mean by command references though. Is it to tell a unit to do a certain command from the command menu?

SpecOpWarrior

  • Guest
Re:Easy question I suppose
« Reply #5 on: 21 Feb 2003, 12:53:15 »
WOW!

1.46....


Get Resistance my friend...


Anyway, that is very odd how it's not working for you.
the version you have of OFP does not matter for you to run this.

I will search for what you are looking for.

Offline macguba

  • Former Staff
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    • macguba's operation flashpoint page
Re:Easy question I suppose
« Reply #6 on: 21 Feb 2003, 14:03:12 »
You can actually put two getin waypoints onto a vehicle, though its awkward.   Use the SHIFT key to gain access to the vehicle below the waypoint.   It can be very difficult to get access again to the second waypoint as you say.

It may indeed be better to script it.    Fortunately scripting is easy.    Look into Tutorials - Scripting in the Ed Depot.     You could do worse than start with Johan Gustafsson's Scripting guide.       Scripts are just lines of text that give the game instructions.   They can go in the init field of a unit, or in triggers or waypoints, or in seperate little files.    The most famous line of script in the whole game is this inflame true, which goes in the init line of a fire to make it burn.  

There are several versions of the Official Command ref in the Ed Depot.     The version at References - Commands includes comments on some of the commands.     The downloadable versions are in Tutorials - References - Command References, which also includes the invaluable Unofficial Command Ref Guide.   What all of these give you is list of all the commands that exist and short explanation of each one.

Now, having said all that, lets answer the question.

Name the car .... car1
Name the loon .... civvy

Here's the script ... syntax not guaranteed, check it in the command refs mentioned above.   I also don't think its a particularly good solution, hopefully somebody will come up with a better one.   Anyway, its better than nothing.   The script should go in a script file, lets call it getin.sqs       The tutes will tell you what that means, how to create it, and how to start it at the appropriate moment.    (basically you put [] exec "getin.sqs" in the on activation field of a trigger)

; this script gets the civvy back in the car after the cutscene

#loop
civvy doMove getPos car1
~2
?civvy distance car1 < 1:goto "getin"
goto "loop"

#getin
civvy moveInDriver car1

exit

The biggest problem with that script is that there will be no animation of the guy getting into the car, he'll just teleport into the driver's seat once he gets to within 1m of the car.   However, it will at least make your mission work, which is the important thing.    Details can be sorted out later.   Or now, if somebody posts a better solution.

Oh, and lots of people still use 1.46.   It's superior to Resistance in several respects.    I use 1.91 for some things and 1.46 for others.
Plenty of reviewed ArmA missions for you to play