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Author Topic: Halting a convoy...?  (Read 1611 times)

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FCF_Shadow

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Halting a convoy...?
« on: 02 Sep 2002, 16:01:40 »
I have a convoy consisting of 2 bikes, 2 police jeeps and a bus full of civilians.  They are going on a set path using waypoints with a cycle point being the last.  How do I make the entire convoy (or just the bus if whole thing is too hard) stop if they come under attack, such as any member of the convoy being fired upon; and not proceed any farther on the waypoint route?

Only setting I have for the waypoints is at the first one being speed=normal.

Ideas?

Offline 14th_Hoot

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Re:Halting a convoy...?
« Reply #1 on: 02 Sep 2002, 17:13:34 »
Simple, simple. Ok, what you need is two area triggers near/at each waypoint. One would detect if the enemy is PRESENT. In the on activation line you would have

convoyname stop true

This SHOULD stop the convoy at the next waypoint.

Then, the second trigger, detects if enemy is NOT PRESENT. In the on activation line you would have

convoyname stop false

This would allow the convoy to continue, and it wouldn't affect anything if the enemy is never present, your convoy should move right along.

Sorry, changed the command from lockwp to stop. Should work now
Hoot out!
« Last Edit: 02 Sep 2002, 17:33:39 by 14th_Hoot »
What..me worry?

BlackStalk

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Re:Halting a convoy...?
« Reply #2 on: 02 Sep 2002, 18:50:55 »
Well, it seems for me, the whole convoy stopped by itself without warning and shot every opposing force be4 proceeding again, I think this is unusual......ya see, I had 3 hummers with an M2 stuck on top( a mod from Gulf War Crisis), thought I just want a simulation of the Black Hawk Down movie, hehe. Well, I used NOgova as the map and created a column of 6 vehicles, three hummers infront, two trucks following and another hummer trailing behind just in case the enemies are sabotaging our trucks from behind. I put down some east infantry on the road to Petrovice, well, the convoy stopped by itself as soon as the first bullet from the enemy passes through the air barely missing the gunner's head. Instead of continuing the road while defending, they just stopped and kill whatever there is down there and proceed after they're done leaving the gunner's body behind.........well thats my story. ;D

FCF_Shadow

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Re:Halting a convoy...?
« Reply #3 on: 03 Sep 2002, 00:31:48 »
Thanks, I will give it a try.

Demoniac

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Re:Halting a convoy...?
« Reply #4 on: 03 Sep 2002, 22:18:38 »
Simple, simple. Ok, what you need is two area triggers near/at each waypoint. One would detect if the enemy is PRESENT. In the on activation line you would have

convoyname stop true

This SHOULD stop the convoy at the next waypoint.

Then, the second trigger, detects if enemy is NOT PRESENT. In the on activation line you would have

convoyname stop false

This would allow the convoy to continue, and it wouldn't affect anything if the enemy is never present, your convoy should move right along.

Sorry, changed the command from lockwp to stop. Should work now
Hoot out!
Why use 2 triggers? Just put one trigger there and set it to Repeatedly instead of Once so it will 'untrigger' when the enemy is not present... then put the convoyname stop false into the On deactivation box of the trigger...

Offline Chris Death

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Re:Halting a convoy...?
« Reply #5 on: 03 Sep 2002, 22:55:48 »
Nah, this all needs only waypoints without any triggers.

Use behaviour "safe" from next wayoint's menu, if you want
to let them drive on roads.

Use any other behaviour, if you want to let them drive offroad
straight up to the next waypoint.

Never use "careless" behaviour, or they would ignore enemies
(they would even ignore their own dead)

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted