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Author Topic: Alarm=aware  (Read 829 times)

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chrisb1220

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Alarm=aware
« on: 26 Oct 2002, 17:11:33 »
How do I make it when an ararm goes off, all the enemies drop to the ground and are aware of me and my soldiers?

walker

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Re:Alarm=aware
« Reply #1 on: 26 Oct 2002, 18:20:05 »
Hi  chrisb1220

Here is a set of alarm triggers I use there are various types

Kind Regards walker

chrisb1220

  • Guest
Re:Alarm=aware
« Reply #2 on: 26 Oct 2002, 19:31:18 »
I made my mission already, and I used the one that sounds when they see you. When the alarm sounds, no one drops to the ground.

Offline Wolfrug

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Re:Alarm=aware
« Reply #3 on: 26 Oct 2002, 20:37:14 »
not having checked walker's triggers there, I do suppose they work. Basically, it's a matter of putting a > groupA setbehaviour "Combat" < in the on Activation field of a trigger with the appropriate condition.

Note that "aware" makes them unsling their weapons, but still run around upright as long as they're not especially alarmed by shooting or somesuch, whereas "combat" makes them drop to the ground, crawl and generally move around like they're afraid of being mowed down any second...

Right. G'luck.

Wolfrug out.
"When 900 years YOU reach, look as good you will not!"

walker

  • Guest
Re:Alarm=aware
« Reply #4 on: 27 Oct 2002, 00:50:50 »
Hi  chrisb1220

The alarm sound trigger does just that make the sound. The AI does not realy hear it ;) You have to tell the group to react to a trigger.

If you hover the mouse over each trigger in the editor there is an explanation of what it does.

Action a variable Alarm is set to true
Three of the triggers set the Alarm = true in their activation field (note that the trigger that sets alarm true for the death of the roaming guards is grouped with them and they are named as a group in their commanders init field)

Reaction The Roaming guards and the car are waiting for Alarm==true
The other trigger and the car's second waypoint react to Alarm (when it is true) which is tested in their condition field.
Because all the roaming guards are in a group they can all be addressed so even if the officer is killed they still react.

NB The car's second waypoint has a trigger next to it that does nothing just allows text about the waypoint to be visable

I hope this makes the roles of the different triggers more easily understood.

Kind Regards walker
« Last Edit: 27 Oct 2002, 14:50:42 by walker »