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Author Topic: Roadblock/Checkpoint  (Read 841 times)

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Yippyfn

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Roadblock/Checkpoint
« on: 21 Nov 2004, 18:49:03 »
In a certain mission, I need the player to be a guard at a checkpoint. I want to get the feel of the boring old grind, checking the ID of civilians.

 But I'm completely lost as to how! Any ideas on how to make cars stop at my roadblock, and only after I have given them the go ahead, they leave?

Offline THobson

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Re:Roadblock/Checkpoint
« Reply #1 on: 21 Nov 2004, 19:13:26 »
It depends how involved you want it to be.  

A really simple way would be to give the vehicles a waypoint next to the guy and put a random delay on it being activated.  That might look ok from a distance.  If you want the guy actually to do something then you will need to put something in the condiiton field of the vehicle's waypoint that is set true when the guy has done his stuff.

Yippyfn

  • Guest
Re:Roadblock/Checkpoint
« Reply #2 on: 21 Nov 2004, 20:57:10 »
Would it be possible for me to put something in the action menu like, "Move Along" etc. to make the car go?

bored_onion

  • Guest
Re:Roadblock/Checkpoint
« Reply #3 on: 21 Nov 2004, 21:40:07 »
yes

use the addaction command to activate a script which makes a boolean true:

moveon=true

then stick "moveon" in the condition field of the waypoint and it wont move on until you tell it to in the action menu

see the official comref for more info on the addaction command

Offline macguba

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Re:Roadblock/Checkpoint
« Reply #4 on: 21 Nov 2004, 21:40:17 »
Yes.    I'll describe it assuming there is only one car.    

Give the car two move waypoints at the roadblock, close together.   In the first one:-

On Activation:   player addAction ["Move on!", "move.sqs"]


In the second one:-

Condition:   moveOn1


In the script move.sqs

_obj = _this select 0
_man = _this select 1
_index = _this select 2

_obj removeAction _index

player globalchat "Move on there!"

moveOn1=true

exit


That's only a sketch, you'll need to check the syntax and so on.

The car will drive up to the first waypoint.   When it gets there, it pauses for a moment as vehicles always do at waypoints.    When it completes the first waypoint the action is added to the action menu.     When it arrives at the second waypoint (in fact in won't move since they are right next to each other) it will wait until the variable moveOn1 is set to true.    This happens when the player clicks on the action and the script is called.



Plenty of reviewed ArmA missions for you to play

Yippyfn

  • Guest
Re:Roadblock/Checkpoint
« Reply #5 on: 21 Nov 2004, 22:00:06 »
Thanks guys! I appreciate all your help!