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bobthedinosaur

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getting the first waypoint to be conditional
« on: 15 Jan 2004, 19:50:34 »
hi, i'm new here at the OFPEC forums and this is my first post, i've scoured every forum for an answer to my question but can't find one so maybe someone here can help me

i've got a group of infantry on my map and one chopper, and there's a trigger that assignascargo the infantry to the chopper and then orders them to get in, easy enough, but what i want is once the chopper is in the air and heading for a spot on the map for the infantry to have a new waypoint (search and destroy) activated, the thing is this will be their first waypoint and i don't seem to be able to make any unit's first waypoint conditional

can anyone help me?!! ???

Offline Chris Death

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Re:getting the first waypoint to be conditional
« Reply #1 on: 15 Jan 2004, 20:01:30 »
hmm - what about:

create the very first wp exactly onto the group's leader,
sync' it to any trigger or put a condition into it's condition
field.

That should do the trick  ;)

oh and btw:

welcome to OFPEC forums

the place where you should have started your search  ;D

~S~ CD
« Last Edit: 15 Jan 2004, 20:05:37 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline macguba

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Re:getting the first waypoint to be conditional
« Reply #2 on: 15 Jan 2004, 20:02:21 »
Welcome to the forum!

Don't quite understand the problem.    Upon what condition does the waypoint depend?    If you use code to get them into the chopper and out again, then once they have nothing else to do they will head for the waypoint and do what it says.

Plenty of reviewed ArmA missions for you to play

bobthedinosaur

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Re:getting the first waypoint to be conditional
« Reply #3 on: 15 Jan 2004, 20:09:21 »
well my mission goes like this, there are two chinooks that get loaded with 3 squads (-1 soldier each) each, the soldiers get into the choppers on orders and not waypoints, so they don't have any waypoints yet
the soldiers also don't head for the choppers immediately, they stand around and do nothing (seeing as they don't have any waypoints) untill they trigger with the orders is activated

the choppers each have a move waypoint to a nearby town and start on the ground and are held on the ground by depriving them of fuel (setfuel 0) and then there's a trigger which detects when all the troops are in their respective choppers and then gives the choppers fuel (setfuel 1) at which point the choppers takeoff and head for their first waypoint
on the way to their first waypoint the choppers pass through triggers that make the infantry inside them eject (parachute script i found somewhere) and parachute to the town below


now once the troops are on the ground i want them to search and destroy and enemy in the town and for this i'll have to use a waypoint, but it's their first waypoint, so the problem is that if i make this their first waypoint they won't stand (right at the beginning of the mission) and wait for a command to board the choppers, they'll head straight for the search and destroy waypoint, and it is this that i want to stop them from doing

the only way that i know of to get the first waypoint to technically mean nothing is to use 'scripted' instead of 'move' or 'load' or whatever, but if you don't fill anything into the 'scripted' waypoint's fields it gives you an annoying error when you start the mission, so is there some script or command i can fill into the 'scripted' waypoint that won't do anything and will avoid giving me the error message?
« Last Edit: 15 Jan 2004, 20:15:27 by bobthedinosaur »

bobthedinosaur

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Re:getting the first waypoint to be conditional
« Reply #4 on: 15 Jan 2004, 20:20:33 »
*bangs head on keyboard*

 i've just figured out how to make the first waypoint meaningless

you simply select 'scripted' and then in the script field put void.sqs
go and make a void.sqs in your mission dir but leave it completely empty, this waypoint doesn't affect the game at all and doesn't give you the error message i mentioned

but i'd still like to know if there is any other way to do what i asked in my first post besides this method

thanx

Offline Chris Death

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Re:getting the first waypoint to be conditional
« Reply #5 on: 15 Jan 2004, 20:38:37 »
well, as i already said: if you create the first wp exactly
onto the leader, they will stand around and do nothing,
until the condition of this waypoint does match.

Oh yeah, the wp type scripted (my favourite one)

There's a thread ghosting around in these forums, made
by me, where you'll find a few examples, how to use
this waypoint in different situations.

I think, once you've read and tried that, you'll wanna use
it aswell (expecting you aren't afraid of using scripting
commands).

I'll enter a link to this thread after a few minutes here:

:edit - here's the link:

http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=13884;start=0

~S~ CD
« Last Edit: 15 Jan 2004, 20:42:02 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

bobthedinosaur

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Re:getting the first waypoint to be conditional
« Reply #6 on: 15 Jan 2004, 21:22:03 »
cool thanx

Offline macguba

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Re:getting the first waypoint to be conditional
« Reply #7 on: 15 Jan 2004, 22:26:12 »
The script field is very powerful, as you've just discovered, but this is not really what it is for.    The "correct" solution is as Chris says, put a waypoint on top of them and synchronise it with a trigger.    

You don't technically have to make the trigger type switch in this case, but this kind of thing is always handled under the heading "switch triggers".    They are mentioned in any decent triggers tutorial and there is a specific tute in the Editors Depot.    Switch triggers are an essential part of OFP editing and you need to know how to use them:  they are usually the best way to control how a group progresses through its waypoints.
Plenty of reviewed ArmA missions for you to play