Home   Help Search Login Register  

Author Topic: Alive  (Read 1024 times)

0 Members and 1 Guest are viewing this topic.

O Neil

  • Guest
Alive
« on: 06 Dec 2002, 22:46:11 »
"....who can say where the road goes, only time.........!"
Sorry, got a bit carried away there, waiting for the bloody page to come up, sloooooowwww...... ;)

Anyways, I wanted to rescue a squad under fire, and when I arrive there, I want them to be fighting for their lives, but I don't want them to die just yet, cuase I gotta get there and talk to them then advance and try to kill the enemy. (East)

How do I make both teams fight, but not die UNTIL we start advancing, then they can start dying.

Thxs

PS: soz for the crap discription. ;)

Offline mcnorth

  • Members
  • *
Re:Alive
« Reply #1 on: 06 Dec 2002, 23:41:37 »
I had an idea for a similar scenario and decided on sound effects to give the illusion that the battle is raging before you get there but the guys are actually hanging out waiting for your arrival. Once the player team is at a certain point it would trigger "fire at will" or revert from whichever method was used to keep them from killing each other. I guess this solution is dependent on whether or not they are out of visual range when not engaged.

O Neil

  • Guest
Re:Alive
« Reply #2 on: 09 Dec 2002, 07:03:27 »
Hey

Yea but I want to see them fighting when I get there.

Soz ;)

kevinfostereditguy

  • Guest
Re:Alive
« Reply #3 on: 10 Dec 2002, 00:11:46 »
try making a script for EVERY guy like this-

#loop
man1 setdammage 0
~0.1
goto "loop"

this means none will die, but does produce some jerky animations sometimes, worked pretty well for my "terminator" script, even better when you saw him walk away from a plane crash and towards you, lol

HotShot

  • Guest
Re:Alive
« Reply #4 on: 10 Dec 2002, 00:15:22 »
Or just type:

Not Alive unitname
In the condition feild and...
unitname setdammage 0
In the activision feild of a trigger... wait, that only works for one unit... damn.
« Last Edit: 10 Dec 2002, 00:18:00 by HotShot »