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Author Topic: Get out of the boat work around.  (Read 1399 times)

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Offline eegore

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Get out of the boat work around.
« on: 06 Jan 2009, 00:00:29 »

  I seem to be stuck on a completetly un-original idea of getting a group of guys to disembark from a Higgens.

  3 Higgens with a driver each, and 3 seperate infantry groups assigned to them through the Init: of group leaders.

 
  Now I managed to get the Higgens to hit land by "setfuel 0" so they dont turn and all try to unload at the same point. 

  The "Transport Unload" synchroed with a "Get Out" WP does not work reliably.  Sometimes they unload, many times all 3 groups sit in the boats forever.  I think its because the boats don't always reach the WP due to some of the randomness of the driving.

  I tried an unassign vehicle trigger and it never works.  I tried an order getin false trigger and it never works. 


  So should I just teleport (getpos on gamelogics) for each soldier to get around the AI not wanting to consistently leave the Higgens?  I ask because I was hoping there was a reliable method to get multiple groups out of a Higgens without a ton of teleporting commands.


  Thanks

Offline NightJay0044

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Re: Get out of the boat work around.
« Reply #1 on: 06 Jan 2009, 22:41:08 »
Hi, what you could do is this.

Seperate the 3 squads from the higgens boats. Don't group them all together. Make the higgens boat their own unit. make the 3 squad, 3 seperate units.

Give the three squads 3 waypoints, these can be whatever is your mission, seek and destroy, hold, whichever.

Now we need to make the 3 groups board the higgens with a code. Here i the code, I will explaiin.

Quote
group3 = group this; "_x moveInCargo Helicoplayer" foreach units group3

This is the code you place in the leader initialization point after you click on each leader. 

So place this code in each group leader initialization field. Ensure you name the groups different, liek group1, group2, group3.

Then this code within the code above is:
Quote
"_x moveInCargo Helicoplayer"


You have to put the name of the higgens boat there. Where it says helicopter is the where you put the name of your higgens boat.

So after you've created the 3 boats with names, and the three squad seperate from the boats with names, you can place that code with leader.

After that, give each higgens boat a waypoint of "Transport unload"..

« Last Edit: 06 Jan 2009, 22:43:56 by NightJay0044 »
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Offline eegore

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Re: Get out of the boat work around.
« Reply #2 on: 07 Jan 2009, 00:52:52 »

  Thanks for the reply.

  I have been able to get all the units into the Higgins by using the code you supplied. 

  However the "Transport Unload" waypoint is unreliable.  Sometimes they unload, sometimes they don't.  So fa my workaround is to "eject" the men onto the shore. 
 
  It doesnt look pretty but at least they get out of the boats every time. 

Offline THobson

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Re: Get out of the boat work around.
« Reply #3 on: 07 Jan 2009, 17:12:57 »
You might want to try moving the unload waypoint to the location of the boat at an appropriate time in case, as you suggest, the boat does not actually reach it under its own steam

Offline Gcfungus

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Re: Get out of the boat work around.
« Reply #4 on: 07 Jan 2009, 23:52:13 »
Quote
Now I managed to get the Higgens to hit land by "setfuel 0" so they dont turn and all try to unload at the same point. 
Maybe this is your problem. If you sync a get out and a transport unload, it should wait before continuing on. Try removing this bit and see what happens.
The object of war is not to die for your country, but to make the other bastard die for his.
~George Patton

Offline eegore

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Re: Get out of the boat work around.
« Reply #5 on: 08 Jan 2009, 18:31:29 »

  Thanks for the tips.  After playing with the WP's and removing the setfuel I still had some issues with the boats attempting to turn and such. 

  What happens is if the Unload WP is synched with Get Out near the shore, the drivers appear to compete to see who can hit the one seemingly available unload location on the shore.  I tried this with 10 Higgins and there were 3 spots along the shore that multiple boats attempted to land at.

  They pretty much navigate a  straight line when the Move WP is way up he shore, but as suggested, the Unload WP is then never triggered.


  Solution:  I placed a "setdir" trigger immediately followed by a "setfuel 0" trig.  Boats seem to go forever without fuel so thats handy in this situation.  Second I used a "rotgate 1" trig to drop the ramp immediately followed by a group eject command.   The trick is to adjust the timing of the delay between the ramp dropping and the ejection triggers to make it look relatively smooth.

  Then just make sure these trigs are grouped to the boats and placed the appropriate distance from the shore for each boat.   

  The crew seems to run out of the Higgens as a group and not one easy target at a time with a .8 second delay between each man exiting. 


  Thanks again for the help and if anyone is still reading this far I have been trying some conditions trigs and was wondering what the text would be to have a hint trig activate when 3 named soldiers are killed.  I cant group one trig to 3 men. 


Offline Gcfungus

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Re: Get out of the boat work around.
« Reply #6 on: 08 Jan 2009, 23:42:37 »
Sure you can group 1 trig to 3 men, just add them into the condition:
Code: [Select]
!(alive man1) && !(alive man2) && !(alive man3)I don't know if that's the exact code, but somehting like that.
The hint is then just
hint "blah blah"
 :good:
The object of war is not to die for your country, but to make the other bastard die for his.
~George Patton

Offline savedbygrace

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Re: Get out of the boat work around.
« Reply #7 on: 09 Jan 2009, 02:20:51 »
if your trying to get multiple boats to hit the beach at the same time or even sequentially in different spots, why not create a trigger for each LZ and name them, set the boats last waypoints in a line near the beach and in the activation field of each waypoint insert this code with your custom names
Code: [Select]
boat1 domove getpos triggername1
Adjust the trigger radius to accept the boats at or on the shore which ever you prefer
In the activation field of the trigger you could order the group out via ordegetin false(if you have assigned them) or an eject script which puts them out in sequence each group

The group could have a waypoint with this in the condition field
Code: [Select]
boat1unloadand this in the activation field
Code: [Select]
boat1 domove getpos hq1 which will send the boats away but you will have to have an object or gamelogic called hq1. you could then delete those boats and crew shortly after if you need them or keep them and order them to another location
in the LZ trigger activation field you could set that variable true after ejecting the units.
Code: [Select]
boat1unload = true

its a work around but it will work.
if you do not necessarily need the boats waypoints just use the domove getpos command to manipulate them

Offline eegore

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Re: Get out of the boat work around.
« Reply #8 on: 09 Jan 2009, 09:22:00 »

  Gah why didn't I think of domove getpos on Game Logics?  I use GLs all the time to teleport units on the map.  I'll have to use them to get the Higgins to take off if they survive. 

  I wanted to see if a laserguided bomb would blow the men out of the boat an of course it didnt.   Until I figured out I had to eject the men and then drop an LGB on top of each man 2 seconds after the eject command.  I bet at least half of those poor bastards never came down. 


  Also Gcfungus was right on with the 3 men in one trigger, it works perfectly.  Ive always typed up condition fields wrong and get the # error message all the time.

  Thanks again.