Home   Help Search Login Register  

Author Topic: Alarm  (Read 932 times)

0 Members and 1 Guest are viewing this topic.

XaRn

  • Guest
Alarm
« on: 18 Dec 2002, 15:19:23 »
Hey....
i'm making a mission where i am to infiltrate an enemy base...
How do i make the enemy move to an waypoint when the alarm i sounded?

david-p

  • Guest
Re:Alarm
« Reply #1 on: 18 Dec 2002, 15:56:47 »
i understand you already have made your alarm system. in your init.sqs put alarming = false. in your alarm script(s) put a line something like "alarmed = true"
then have a waypoint for these enemies, condition alarming.
have a trigger, type switch, condition "alarmed", on activation "alarming = true"
hope that helps.
dave

Offline Ranger

  • Members
  • *
  • Hoo-ah!
Re:Alarm
« Reply #2 on: 18 Dec 2002, 18:55:52 »
Why even bother with two different variables?

Just have your alarm script or trigger set alarmed = true, and then have the first waypoint of the enemy group have a condition of alarmed.

There's no need to use two variables for this task.
Ranger

david-p

  • Guest
Re:Alarm
« Reply #3 on: 18 Dec 2002, 19:55:54 »
err...  :-[ yeah. fair nuff :) i knocked that up in my lunch break :(

XaRn

  • Guest
Re:Alarm
« Reply #4 on: 19 Dec 2002, 18:03:35 »
Thanks for the help guys.. I'll try it out! :)

Kaliyuga

  • Guest
Re:Alarm
« Reply #5 on: 19 Dec 2002, 23:55:31 »
Or..... you could just use a switch waypoint and skip the variables and init.sqs all together ;)


then they could be on patrol...  and once the alarm went off they go off their current route and take up another ;)