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Author Topic: Detecting Script  (Read 492 times)

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Offline NightJay0044

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Detecting Script
« on: 19 Aug 2005, 20:26:17 »
All right heres my little idea. ;D

Okay this script will be say, your playing as a U.S. Soldier. The enemy's are the Russians. So your a U.S. soldier, I think it would be cool if someone could make a script where the Russians would be able to detect any soldier or vehicles you place on anymap and any mission you want to create, also then once the Russians detect any U.S. soldier/vehicle an alarm will set off and will only be on for a couple minutes because not too long then it will get annoying.

Then if the Russian soldiers have waypoints the script could make the Russians soldiers set to combate and search for the enemy around there designated waypoints. But if you don't have waypoints for the Russian soldiers, implement something where you can give the radius of like 50 to 100 or something for each soldeir to search and destroy around for the U.S. Soldier.

So if the U.S. soldier were to hide and the Russians can't find them, then the Russians can return to there original positions and guard the area as they did when the mission started. Don't know how hard that would be for somebody.

So anybody want to comment feel free too. Thanks everyone..

 ;D
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Offline Baddo

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Re:Detecting Script
« Reply #1 on: 19 Aug 2005, 21:45:27 »
Hello NightJay0044!

Sounds like I have seen this done already...

Check out the "Group Link II" script pack by KeyCat. You can find it from the Editors Depot.

:)

I think it does what you want.