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Author Topic: deactivating mines  (Read 1236 times)

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Offline 456820

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Re:deactivating mines
« Reply #15 on: 03 Jul 2005, 19:51:47 »
how about not canmove and not canfire
they might work but i doubt it but worth a go

magnar

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Re:deactivating mines
« Reply #16 on: 03 Jul 2005, 21:45:27 »
As far as details go, I just wanted the player, an engineer, to deactivate 5 mines to clear a path for following armor.  I can still do this, just cant tie it to an objective.  Thats OK though, I just thought it could be done.  I thought it would work  with  grouping the mines to triggers with the "vehicle" and "Present/not present/or not alive"  options.   The game has to recognize them with some type of command, as when you deactivate them they filp sideways!  
Finding the key seems to be more work than its worth at this point, but I hope I am wrong.  Thanks all, for your help.

Offline ACF

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  • Llama?? Ain't that French for tanks?
Re:deactivating mines
« Reply #17 on: 03 Jul 2005, 23:07:54 »
Alternative approach - why not have a radio trigger or an action for the player to call the armour forward when he's happy the road's been cleared.  That can set the objective to "DONE".

Then, if you haven't done it properly, losing a vehicle within a suitable time period (i.e. on a mine) could reset the objective to "FAILED".

Part of the skill would be for the sapper to 'judge' when the road is clear, rather than a treasure hunt for a known quantity of mines.

Offline General Barron

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Re:deactivating mines
« Reply #18 on: 04 Jul 2005, 00:55:11 »
Here is another alternative... don't make the player an engineer. Instead, add an action to each of the mines, which runs a  script that does 2 things: increases a global var (Mines_disarmed), and moves the mine off into the abyss [0,0,0] (or just deletes it, if that is possible).
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