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Author Topic: Waypoints & Weapons  (Read 456 times)

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Milwot

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Waypoints & Weapons
« on: 12 Jul 2005, 23:14:06 »
Howdy

I need to know what Trigger/Waypoint combination to use to have the player go pick up a weapon from a crate, but not for the next waypoint to show up until he has the weapon (using hasweapon command). But I don't want the waypoint to say "Waiting for others". How can this be done?

Offline sharkyjoe

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  • Have you taken a BMP out at 500 meters??
Re:Waypoints & Weapons
« Reply #1 on: 12 Jul 2005, 23:44:34 »
Not sure if you want for AI or actual Player playing the game? One is a little more complex than the other.
For Player if you use waypoints make sure in the text area use something to let him know if he has to pick-up the weapon.
Use a  group trigger, change to leader and in condition feild use this:

{_x hasweapon "revolver"} count units group leadername > 0

 or what everweapon you are using.

For AI pretty much the same but the waypoint and triggers need to be close with the ammo crate and that may be tough to line up. Make sure you name the AI Loon that is getting the weapon. May want to use a script with AI.

Hopeflly this will get ya started in right direction read Waypoint Tute and Trigger Tute they should have good info too.
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance

qqqqqq

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Re:Waypoints & Weapons
« Reply #2 on: 13 Jul 2005, 00:31:48 »
Bear in mind that your mission will be unplayable in Veteran mode since the player will not see the waypoints.

Vet mode is much more fun IMHO.