Home   Help Search Login Register  

Author Topic: Helo's and smokeshells, what a mix  (Read 1612 times)

0 Members and 1 Guest are viewing this topic.

Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Helo's and smokeshells, what a mix
« on: 05 Jun 2003, 08:41:12 »
Hi

I wanted to now if theres a way that you can configure a trigger that is attached to one of a choppers waypoints so that when you throw a smoke shell green or red or whatever the triggers condition is met and the chooper continues on its way.

That is the only snare in my plan.......hehehe...hehehe...
(SHUT UP TIM, GET TO BED)......yes mom....hehe

Thanx
"Whoever said nothing is impossible, never tried slamming a revolving door."

Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Re:Helo's and smokeshells, what a mix
« Reply #1 on: 05 Jun 2003, 08:55:38 »
And could some please explain create unit to me and how it works

And whats wiht this soldiers class thingy eg "SoldierWB" and "OfficerE"

Thanx
"Whoever said nothing is impossible, never tried slamming a revolving door."

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Helo's and smokeshells, what a mix
« Reply #2 on: 05 Jun 2003, 11:11:09 »
The best way to do the smoke/chopper thing is to use the fired eventhandler.    Use the forum search function, it's come up a couple of times recently.

If you look up createunit in the online command reference you'll find a couple of examples.    

The group the unit joins must exist already:  a common way of achieving this is to create a gamelogic in the mission editor and give it waypoints.     In its init field name the group and write deleteVehicle this.     That gives you an empty group with waypoints for your new unit to join.

SolderWB and so on are the names of the unit types.     Soldier, grenadier, officer, machine gunner, sniper, etc..     There should be a list of them somewhere:  if there isn't, simply create an test mission with one of each type.    Then open the mission.sqm with Notepad or any text editor and you'll find all the names are in there.

In some ways it doesn't really matter which unit type you choose, because you can change weapons for example in the unit's init line.    However, if you want say a medic or soembody in sniper's camo you'll need to use the right unit type.

As with so many things in OFP, just experiment and all will become clear.  ;)   Obviously if there's something specific you don't understand come back here and ask.
« Last Edit: 05 Jun 2003, 11:11:42 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Helo's and smokeshells, what a mix
« Reply #3 on: 05 Jun 2003, 11:50:32 »
...whats wiht this soldiers class thingy eg "SoldierWB" and "OfficerE"

Ya use those names when working with the "createUnit" command and similar stuff, m8  :)

Here's an example of the full syntax:

"SoldierWG" CreateUnit [getPos "TeamLeader",group2,"Moron1=this",0.7,"Seargeant"]

And now, the details:

soldierWB, or in this case: soldierWG (G for "grenadier"), is the CLASS_NAME of a unit.
All units have class names that make them unique, and thus "creatable". These names are not visible inGame but are defined in the game configuration (the main "config.cpp" file in OFP).

The "getPos" should be easy enough to understand; it just tells where the new unit shall pop up ingame.

The "group2" is the group he is part of (by "he" I mean this new created unit).

"Moron1" is his unitName.

"0.7" is his skills (goes from 0 to 1)

And finally, I made him a "seargeant" - he deserved that  :-* ;D Other options are "private", "colonel", etc.


hope this helps, matey! :thumbsup:


Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Re:Helo's and smokeshells, what a mix
« Reply #4 on: 05 Jun 2003, 13:40:59 »
well thanxs heaps

i just want to clear up something
With the getpos for create unit can u use buildings or game logic as the spawn point or do u need to use specific co-ordinates?

oh and my friends and i are making music for flashpoint as a band, we did a version of "lifeless" and ours is so better.

Thanx
 
"Whoever said nothing is impossible, never tried slamming a revolving door."

Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Re:Helo's and smokeshells, what a mix
« Reply #5 on: 05 Jun 2003, 13:49:07 »
well i looked for some info and i couldnt find anything on smoke shells and eventhandlers

im really stumped and this is the last leg of my mission and ive hit a dead end

 :'( :'( :'(
 :noo:

Is there anything anyone can do?
 :(
"Whoever said nothing is impossible, never tried slamming a revolving door."

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Helo's and smokeshells, what a mix
« Reply #6 on: 05 Jun 2003, 13:53:15 »
You can use anything you like for the createunit spawn point .... for example

getpos gamelogic1
getMarkerPos "marker1"

On the other thing this thread will help.   Reply #6 in particular.
« Last Edit: 05 Jun 2003, 13:58:45 by macguba »
Plenty of reviewed ArmA missions for you to play

Iwesshome

  • Guest
Re:Helo's and smokeshells, what a mix
« Reply #7 on: 05 Jun 2003, 14:01:37 »
Ok I see how you can create and place a new unit but how do you set up waypoints for them? Another Marker?

Offline nEO iNC

  • Contributing Member
  • **
Re:Helo's and smokeshells, what a mix
« Reply #8 on: 05 Jun 2003, 14:06:32 »
Hey all, just a bit more info on eventhandlers for TP...  Found this for him in the command reference section, 'scripting topics'...

Event handlers

Description:
Event handlers can be defined in unit config or by function addEventHandler. Multiple handlers can be attached at one time. Event handler types are defined below. Each handler receives arguments in _this, argument types and meaning are defined below.

"Killed" object:killer
"Hit" object:causedBy,scalar:howMuch
"Engine" bool:engineState

"GetIn" string:position (1),object:unit
"GetOut" string:position (1),object:unit

"Fired" string:weapon,string:muzzle,string:mode,string:ammo
"IncomingMissile" string:ammo,object:whoFired
"Dammaged" string:selectionName,scalar:howMuch
"Gear" bool:gearState
"Fuel" bool:fuelState

"Init" No arguments

(1) position can be "driver", "gunner", "commander", "cargo"

MP notes: "Killed" and "Hit" event handlers are executed where given unit is local. All other event handlers are executed on all computers. Events added by addEventHandler may be different on each computer.

No big...  :)

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Helo's and smokeshells, what a mix
« Reply #9 on: 05 Jun 2003, 14:07:53 »
You can use move commands and markers.     Alternatively, create a game logic inthe mission editor and give it waypoints.    Name his group and write deleteVehicle this in his init field.   That way you have an empty group with waypoints waiting for your createUnit.
Plenty of reviewed ArmA missions for you to play

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:Helo's and smokeshells, what a mix
« Reply #10 on: 05 Jun 2003, 14:50:38 »
u join em 2 GL group ? i never tried dat  :o

use deleted vehicle men 2 do da same thing

dont dey being a GL group dey r not enmies 2 ny1 ???

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Re:Helo's and smokeshells, what a mix
« Reply #11 on: 06 Jun 2003, 06:26:19 »
I found this script from a thread a while back(thanx macguba)

if i wanted to modify it id obviously have to get rid of the bomb area and camcreate commands but could i modify it to acknowledge that the officer(man) has thrown the shell and the chopper moves to the extract point.

or say that this the shell is thrown, which execs the script and in the script it has this setfuel 1.0 which sends the chopper on its way with out needing a radio call.

_Bombarea = NearestObject [_man,"Smokeshell"]

#check
@_man ammo smokeshell == 0
        ~10
shell1 = "Shell120" camcreate [(getpos _bombArea select 0) + 1, (getpos _bombArea select 1) + 2, getpos _bombarea select 2]
shell2 = "Shell120" camcreate [(getpos _bombArea select 0)+ 2, (getpos _bombArea select 1) + 2, getpos _bombarea select 2]
shell3 = "Shell120" camcreate [(getpos _bombArea select 0) - 1, (getpos _bombArea select 1) + -1, getpos _bombarea select 2]
shell4 = "Shell120" camcreate [(getpos _bombArea select 0) - 2, (getpos _bombArea select 1) - 2, getpos _bombarea select 2]

~10
goto "check"


Thanx
"Whoever said nothing is impossible, never tried slamming a revolving door."

Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Re:Helo's and smokeshells, what a mix
« Reply #12 on: 06 Jun 2003, 06:28:08 »
What would i need to modify?

Thanx
"Whoever said nothing is impossible, never tried slamming a revolving door."