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Author Topic: Teleporting team  (Read 1710 times)

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pazuzu

  • Guest
Teleporting team
« on: 27 Aug 2004, 07:16:58 »
Hi, I'm making a mission that starts out with a convoy ambush but when that objective is completed I wanted who was left in the team to be teleported to a truck on the other side of island. There would be a blackfade & new objective to attack militia training camp.

Anyway I tried using the command in an east not present trigger: soldier1 moveincargo truck1; soldier2 moveincargo truck1 etc. For 12 units.

This works fine if I play with just AI as team but when I have just one real person playing with me we get teleported too early like 15 or 20 seconds into the game.

Is there a more reliable way of doing this?

Thanks.

Offline Mud_Spike

  • Contributing Member
  • **
Re:Teleporting team
« Reply #1 on: 27 Aug 2004, 08:47:45 »
The moveInXXXX commands are instant, which means
that it's your trigger that fires early, start debugging there.
Could it just be that you killed off the convoy quicker with two players
than just one, thus satisfying the East not present trigger earlier than you use to.

On another note;
if all units are in the same group as the player, use Foreach instead:
"_x moveInCargo truck1" foreach units group player
Makes changes easier.




pazuzu

  • Guest
Re:Teleporting team
« Reply #2 on: 27 Aug 2004, 16:01:20 »
No, the convoy hadn't even arrived yet when we teleported.

I thought about using the other command("_x moveInCargo truck1") but I've only seen it used in the team leader's init field. How would I use it in a trigger?

I've checked the trigger several times & its setup right.

I wonder why it would go off early if there are real people playing & not when just AI are?...weird.

Well thanks for replying.

Offline Mud_Spike

  • Contributing Member
  • **
Re:Teleporting team
« Reply #3 on: 27 Aug 2004, 17:51:10 »
In the init field of the group-leader (or anyone in the group really), assign the group to a variable so we can keep track of it:
Code: [Select]
someGroup = group this
Then in your trigger use someGroup instead of 'group player' in my previous example:
Code: [Select]
"_x moveInCargo truck1" foreach units someGroup
On the premature-eja^H^H^Htrigger-firing bit; debug, debug and then debug some more.
I.e., by using the 'hint "string"' command or somesuch.



pazuzu

  • Guest
Re:Teleporting team
« Reply #4 on: 27 Aug 2004, 17:59:33 »
'hint "string"' command ?

no idea what this is...

But I'll try the command you suggested.

Thank you.

Offline Mud_Spike

  • Contributing Member
  • **
Re:Teleporting team
« Reply #5 on: 27 Aug 2004, 18:38:11 »
Check the command reference in the editors depot for the 'hint' command.
It brings you that annoying BLING dialogue in the top left corner, great for simple debugging.

In the activation field of your trigger add something like:
Code: [Select]
hint "Trigger fired!"

Nulear_Man

  • Guest
Re:Teleporting team
« Reply #6 on: 28 Aug 2004, 01:00:57 »
you can use
Code: [Select]
player groupchat "Trigger fired!"to avoid the anoying BLING

pazuzu

  • Guest
Re:Teleporting team
« Reply #7 on: 28 Aug 2004, 02:16:24 »
Ok...

I dont understand how puting this message in will fix or debug this but I'm trying it.

Thank you.

Offline Mud_Spike

  • Contributing Member
  • **
Re:Teleporting team
« Reply #8 on: 28 Aug 2004, 10:58:41 »
Put it in your trigger(s) to get good indication on when they fire.
Then adjust the triggers until they fire the way you'd like them to.