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Author Topic: Police Chase!  (Read 1801 times)

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ShadowD BOB

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Police Chase!
« on: 25 Sep 2002, 01:44:07 »
Hey, i'm trying to create a police chase, is it possible to make a police car (or any unit) chase another?  I thought about using the Destroy waypoint?

Any help would be appreciated.

Thx.

Kaliyuga

  • Guest
Re:Police Chase!
« Reply #1 on: 25 Sep 2002, 03:15:34 »
Hmmm....   domove might work for ya here...   used in a script it'll tell an AI unit where to go without the need for bothersome waypoints ::)  

so... you might have to loop it so the AI is continually getting the position of the car being chased and attempting to move there...  
  just thinking now that it might be possible to set up  a repeatable trigger like this:  

Condition: car1 distance pigs > 12
On Activation: pigs domove car1

causing the pigs to move to car1 every time the distance between the two is greater than 12 meters.. ( you can of course fool with the distance to get the desired result and prevent accidents ;)  )


Offline macguba

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Re:Police Chase!
« Reply #2 on: 25 Sep 2002, 17:33:33 »
Alternatively try messing with the doFollow command.
Plenty of reviewed ArmA missions for you to play

Nippleboy

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Re:Police Chase!
« Reply #3 on: 25 Sep 2002, 17:51:02 »
Hello,
I'm trying something similar
But I'd like the WHOLE group to follow another Whole group
but I can only get one unit at a time to chase
how do I give a whole group a name and ensure that no matter how many are killed they keep chasing?
cheers
chris

Offline LCD

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Re:Police Chase!
« Reply #4 on: 25 Sep 2002, 18:03:04 »
in da init of som d00d from da group write

nameogfgroup = group this

nd wen u wanna give em da oreder tell em

"_x domove getpos unitname" foreach units group nameofgroup

LCD OUT
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Nippleboy

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Re:Police Chase!
« Reply #5 on: 25 Sep 2002, 22:34:21 »
LCD,
It dosn't work
I get an error in white writing at the top left of the screen

Any Ideas?

Offline icarus_uk

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Re:Police Chase!
« Reply #6 on: 25 Sep 2002, 23:18:59 »
Why not just tell the leader to move, and he will bring along the rest of his possey.

Kaliyuga

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Re:Police Chase!
« Reply #7 on: 26 Sep 2002, 00:05:55 »
not sure if anyone caught it but there was a typo


nameogfgroup = group this
should be
nameofgroup = group this      

;)

Offline icarus_uk

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Re:Police Chase!
« Reply #8 on: 26 Sep 2002, 00:41:43 »
It doesnt make a difference since you replace NameOfGroup with the actual name of the group.
« Last Edit: 26 Sep 2002, 00:42:33 by [icarus_uk] »

Nippleboy

  • Guest
Re:Police Chase!
« Reply #9 on: 26 Sep 2002, 01:39:38 »
Just naming the group leader dosn't work!
His possy stays as he runs off
plus if he is shot dead his pack will have no instuction to keep chasing

Someone sort this mess out, please

RedKnyte

  • Guest
Re:Police Chase!
« Reply #10 on: 27 Sep 2002, 13:16:20 »
Name all of them and individual name, men, men1, men2 e.g and have em' follow the other group.....if you're not lazy to do it that is.....

Kaliyuga

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Re:Police Chase!
« Reply #11 on: 27 Sep 2002, 21:13:29 »
in da init of som d00d from da group write

nameogfgroup = group this

nd wen u wanna give em da oreder tell em

"_x domove getpos unitname" foreach units group nameofgroup

LCD OUT


O.K. Let me translate from LCD for ya ;)  


In the unit leader's init field place this code:
 g = group this

this will define his group as  g

now.. in a script,waypoint,trigger  put this code:

"_x domove getpos unitname" foreach units group g

now the unitname will be whatever unit they are following...  

:toocool: :dude: