Home   Help Search Login Register  

Author Topic: if detected - enmy exit waypoint & attack?  (Read 1028 times)

0 Members and 1 Guest are viewing this topic.

AUS_Viper

  • Guest
if detected - enmy exit waypoint & attack?
« on: 23 Sep 2004, 08:33:54 »
Hi,

I am trying to do something that seems to sound simple enough, but it is proving to be a challenge to my limited scripting knowledge.

I have a bmp on a series of waypoints set to COMBAT, fire at will etc and if the bmp detects the player he fires a few mg shots off, but then continues on to his waypoints, regardless of whether he has killed the player.

What I want, is if the BMP detects the player and his squad, he moves to the players location and keeps firing until he has killed the team, or until they are not detectable anymore.

I looked at the hunterkiller script in the library, but this is triggered when a player enters a trigger zone and not necessarily if they have been detected by the bmp.

Whats the best way to tackle this one?

BTW - I thought about giving the bmp a search & destroy waypoint, but for this mission it wouldn't really fit.

Comrade Joe

  • Guest
Re:if detected - enmy exit waypoint & attack?
« Reply #1 on: 23 Sep 2004, 09:52:11 »
You can try using the "domove" command so that the apc drives to the player. ???

AUS_Viper

  • Guest
Re:if detected - enmy exit waypoint & attack?
« Reply #2 on: 23 Sep 2004, 10:05:50 »
That's fine, but how do I have the detection triggered by the bmp only?

Can I use the knowsabout command somehow?

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:if detected - enmy exit waypoint & attack?
« Reply #3 on: 23 Sep 2004, 10:47:57 »
There are about 97 ways of doing this.     Here's one.

Waypoint sequence for BMP

move
move       <------ synchro 2nd trigger
   (player is around here somewhere)
move
hold     <-------- synchro 1st trigger
seek & destroy
cycle

Create two triggers, type switch.   Synchro them as indicated.   Note carefully which is first and which is second.

1st trigger
Condition:    (BMP1 knowsAbout player) > 0.5
On Activation:     [BMPgrp, 5] setWPPos getPos player

2nd trigger
Condition:   not alive player


In fact the 2nd trigger is unnecessary because it will only fire if the player is dead at which point the mission will end anyway.  

Syntax etc not guaranteed.   Experiment with the knowsabout number till you get what you want.    
Plenty of reviewed ArmA missions for you to play

AUS_Viper

  • Guest
Re:if detected - enmy exit waypoint & attack?
« Reply #4 on: 23 Sep 2004, 11:07:09 »
Ok thanks, I'll give it a try

AUS_Viper

  • Guest
Re:if detected - enmy exit waypoint & attack?
« Reply #5 on: 23 Sep 2004, 11:39:08 »
Just a couple of questions...

what does the >0.5 represent after the knowsabout command?  

and

the bmp is called bmp1, what does the [BMPgrp,5] mean?  should it be BMP1grp,5?  BTW what does the 5 represent.

Sorry for the stupid questions, but I am really green.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:if detected - enmy exit waypoint & attack?
« Reply #6 on: 23 Sep 2004, 11:47:29 »
toadlife wrote some stuff about knowsAbout.   I think it was in the FAQ, or maybe the online command reference.   Read up all you can about it, anyway, then you'll understand.   Whenever you meet a new command ALWAYS check BOTH the online comref AND the Unofficial command reference.    

BMPgrp was meant to be the name of BMP1's group.    Obviously you can name it anything you like.

Read up about the setWPPos command too.    ;)
Plenty of reviewed ArmA missions for you to play

AUS_Viper

  • Guest
Re:if detected - enmy exit waypoint & attack?
« Reply #7 on: 23 Sep 2004, 12:12:48 »
OK thanks.

I'll do some more research before posting ;)