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Author Topic: few questions....  (Read 693 times)

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Sol Fire

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few questions....
« on: 31 Jan 2003, 11:45:18 »
1. How do i get a group of 3 men to Loop through the waypoints?
(Example: Walk's from waypoint 1 through to 5 and cycles back to 1 and repeats the whole thing unlimited times)

2.How to make a Group of men attack Repeatedly respawn when killed and then immediatly start attacking the base all over again

3.How to lay the M2 Machine Gun using a Action Command
(like the mission in the OFP Campaign where you are able to lay Barbed Wire roadblocks to protect the town)

oh and how do i get soldiers to do push ups without stopping after doing one or 2 and stand at attention?

thanks
« Last Edit: 31 Jan 2003, 12:29:33 by Sol Fire »

Offline macguba

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Re:few questions....
« Reply #1 on: 31 Jan 2003, 12:32:39 »
1)  Just put a "Cycle" waypoint next to the first waypoint ... they will keep going for ever.      If you want them to do something else if something happens (eg go to a guard WP if they spot the enemy) use a trigger with type Switch.

2) I know nothing about multiplayer

3) Bit more complex.      You could un-pbo the mission and see how BIS did it.      Look in the command reference guide in the Editor's depot and check out the addaction command.    The script that it activates will probably use the getpos and setpos commands.    I'm not a hot scripter so I'll let somebody who is answer more fully.
Plenty of reviewed ArmA missions for you to play

Foo

  • Guest
Re:few questions....
« Reply #2 on: 31 Jan 2003, 12:56:09 »
3) may not be neat but it will work:

Create a trigger. not sure how to activate it on action, but to activate it by radio, select, "Radio Alpha" for activation.

Call the trigger x

In the on activation field put:
MG="m2"camcreate[getpos x select 0, getpos x select 1,0]

MG=name you give to this unit
"m2"=thing you are creating...i thinks its m2, but you may have to play around
The 0 at the end is height.

Also, under "Effects" you may want to do "fade in" (its in the bottom box of the effects page, i think) this will make it so the machine gun doesnt just appear, but will be there after it fades back in.

Thats as best i can do ::)
Someone else better fill in what i cant do, like trigger it through the action menu thing ;D

Sol Fire

  • Guest
Re:few questions....
« Reply #3 on: 01 Feb 2003, 03:55:57 »
it was through the action menu in the Campaign where you can lay Barbed Wire .. i forgot what mission though

anyway the waypoint "Cycle" is working fine so thanks

Lecit

  • Guest
Re:few questions....
« Reply #4 on: 01 Feb 2003, 16:41:24 »
Question 3:


Create a Unit, we call it man. Later he will be able to build the Vehicle you want. Enter the following to his Init ->

ID1 = man AddAction ["Name of Action Entry", "build.sqs"]

Then we need to write a little script:

_gun = "Name of Vehicle, can be found in cfgVehicles" createVehicle getPos man
man RemoveAction ID1

Save the script to your mission folder. Make sure that you have entered a valid name
for your vehicle, or nothing will happen!
Your Unit is now able to create one Vehicle.
The Vehicle will be created without any animation in front of you ( if nothing stands in it's way ).

Hope that helps you out a bit
« Last Edit: 01 Feb 2003, 16:51:48 by Lecit »

Lecit

  • Guest
Re:few questions....
« Reply #5 on: 01 Feb 2003, 17:19:40 »
Ah, i've forgotten:

To make a unit repeating p.e. the push-up, put the following in it's init:

[this] exec "dip.sqs"

Then write a script:

#again
S1 switchmove "fxstanddip";
~3.1
goto "again"

It will work, but you have to try a little with the waiting time. It might look a little strange, but try yourself.

Making a guy to stand @ attention, simply type

this switchmove "fxstandatt";

into his Init.
If you dont like that animation, try: fxangel or fxangel2

Note: If it doesn't work, you need to make a waypoint on the unit switching its behaviour to "careless"

Sol Fire

  • Guest
Re:few questions....
« Reply #6 on: 02 Feb 2003, 02:52:36 »
ok great thanks

Jester

  • Guest
Re:few questions....
« Reply #7 on: 02 Feb 2003, 05:03:44 »
Here you got a script:
;---Start----
_unit = _this select 0
_moves = _this select 1

_i = 2

#routine
_unit playmove "FXStandDip"
_i = _i + 1
? _i < _moves : goto "routine"
exit

;---End----
You activate it [unit, amount of push-ups] exec scriptname.sqs
example "[dude, 10] exec script.sqs"


Answer #4