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Author Topic: Agony of execution  (Read 715 times)

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Dionysos

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Agony of execution
« on: 02 Jan 2005, 18:59:03 »
I'm making a mission in which the player is captured by the enemy, along with a couple of friends. I know how to remove our weapons so we can't defend ourself and I know how make an officer select his handgun and execute those of my friends who are meant to be executed. These are my problems:

1. Since we are enemies of our enemies, the enemies in the base shoots me and my friends minutes before the execution is to take place. Is there a way to make us captives so enemies won't kill us?

2. I have experimented with different settings, and there is another big problem. When the executioner fires, everyone else goes prone to take cover. It looks really ugly since it's supposed to be an execution where nobody needs to take cover...

So what I want is me and a few friends lined up. An officer walks up to me and asks me where our base is. When I refuse to talk, he pulls out his handgun and shoots one of my comrades dead. He executes another. Then, backup arrives and there is a fight between my rescuers and the enemies. In the chaos, the player is supposed to be able to grab a gun and help out, then escape in a Blackhawk.

 :help:
 :hmm:

Offline dmakatra

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Re:Agony of execution
« Reply #1 on: 02 Jan 2005, 19:07:29 »
1. setcaptive

2. setunitpos

Check those commands.

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Offline Tyger

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Re:Agony of execution
« Reply #2 on: 02 Jan 2005, 22:18:58 »
@ 2
as dmak said, this setUnitPos "Up" will keep them up if they are in combat mode, but if you don't care what mode they are in, or want guns on thier backs u should just use this setBehaviour "Careless".  this setUnitPos "Up" makes them kinda permanently stuck sighting down thier gun or something.  :P

(Either works though)
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

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Dionysos

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Re:Agony of execution
« Reply #3 on: 02 Jan 2005, 22:33:23 »
Alright, I have checked the commands out and everything... But I am a grade A newbie and I can't figure out how to use them.
The thing with "careless", which looks good with the guns on the back, is that they won't react to enemies who are not captives. When the rescue force arrives, they will meet a base full of careless enemies and there will be no battle, just a slaughter... Please give me more details!
 :-[

Offline greg147

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Re:Agony of execution
« Reply #4 on: 02 Jan 2005, 22:43:24 »
Well, you could try placing a trigger that will activate when the reinforcements arrive, like a west present one. Then, in the triggers init field, put this command:

groupname setbehaviour "COMBAT"

Then, when the good guys come, the enemy will be ready to fight  ;)
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Dionysos

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Re:Agony of execution
« Reply #5 on: 02 Jan 2005, 22:45:33 »
Alright, sounds good. However, I would really appreciate some help on the "setcaptive" and "setUnitPos" commands. Where am I supposed to write it and WHAT exactly am I supposed to write??

 :'(

Offline greg147

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Re:Agony of execution
« Reply #6 on: 02 Jan 2005, 23:01:48 »
Ah, I see what you mean. OK then  ;)

When you select a enemy unit, you see a long text bar above the fuel and damage bars. (Oh yeah, you have to have the editor in 'advanced mode')put the following text in that bar:

this setbehaviour "CARELESS"

Then do the same with your captives, but put this in the bar:

this setunitpos "UP"; this setbehaviour "SAFE"


Hope that helps  ;D
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Dionysos

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Re:Agony of execution
« Reply #7 on: 02 Jan 2005, 23:16:56 »
 :help:   :help:     :help:      :help:    :help:
Greg, your stuff helps a lot, but I STILL can't figure out "setcaptive"!! I really need to be able to use it!
I have tried everything! I have searched it in the editors depot and found a lot of help there, but when I try it I get a window saying:
"Invalid number in expression" or "Type Any, expected Object"!
What is going on?

Offline dmakatra

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Re:Agony of execution
« Reply #8 on: 02 Jan 2005, 23:21:58 »
Have you read any of the beginner tutorials over at editors depot?

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Offline greg147

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Re:Agony of execution
« Reply #9 on: 02 Jan 2005, 23:27:07 »
Oh, sorry. I missed that one out  :-[

Here it is:

Do the same with captives, then enter this into the init field aswell:

this setcaptive true

That should work  ;)

Remember, whenever you have more than one command, make sure you put a ; in between them, like i did in the last example. That just splits them up  ;)
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Dionysos

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Re:Agony of execution
« Reply #10 on: 02 Jan 2005, 23:27:24 »
Yes! I will read it again, if that's what it takes. I Just want to know what to write in the units init field to make him/her a captive.

Dionysos

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Re:Agony of execution
« Reply #11 on: 02 Jan 2005, 23:28:27 »
Whoa... "this setcaptive true"...
I wrote "this setcaptive=true"...
Is that all there was to it???  :-[ :-[

Offline greg147

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Re:Agony of execution
« Reply #12 on: 02 Jan 2005, 23:28:45 »
Oh, and if you want to make them no longer captive, put this in a trigger:

unitname setcaptive false

That will make the enemy shoot at him  ;)

Thats all you have to do to get it to work  ;D
« Last Edit: 02 Jan 2005, 23:29:40 by greg147 »
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Dionysos

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Re:Agony of execution
« Reply #13 on: 02 Jan 2005, 23:29:44 »
Jeez, Greg! I owe you one! Thanks a million for all the help!
*High fives* 8)

Offline greg147

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Re:Agony of execution
« Reply #14 on: 02 Jan 2005, 23:31:22 »
Heh, any time pal!  ;)
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB