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Author Topic: Starting a patrol script - help!  (Read 785 times)

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SomeRandomGuy

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Starting a patrol script - help!
« on: 08 Dec 2002, 06:34:33 »
Hmm. Okay, trying to get a feel for scripting here. It seems easy enough, but I think I need a bit of help starting a new one.

I want to write a script which runs on a few wandering groups, and when they see an enemy unit, or a player (in MP) they can call in back up at the general area the unit was last seen (or the exact area if the reporting unit can still see them and is alive? Maybe I'm getting ahead of myself!) I can't quite figure out where to even start, so if I could get a few pointers, I would really appreciate it,

Thanks!

- Some random guy.
« Last Edit: 08 Dec 2002, 06:38:44 by SomeRandomGuy »

Offline Ottie

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Re:Starting a patrol script - help!
« Reply #1 on: 09 Dec 2002, 10:46:20 »
Why do it with a script just use guard waypoints.
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SomeRandomGuy

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Re:Starting a patrol script - help!
« Reply #2 on: 10 Dec 2002, 06:15:19 »
Hmm. Guard waypoints are an idea, but I'd like to be able to send in different groups depending on where they were spotted... Then again, could I use synch lines for that? Meh. What exactly does guard waypoints do anyway - send all units on guard to the last known location? Is there a difference between guard and sentry? I'm having trouble getting a straight answer about those...

Offline Ottie

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Re:Starting a patrol script - help!
« Reply #3 on: 10 Dec 2002, 11:07:57 »
Guard waypoints:

Guard waypoints are never finished, troops with a guard waypoint will guard the perimeter around the waypoint, but when somewhere on the map troops are detected, or explosions are heard the the AI decides which troops must go and investigate.

Example:

BMP with guard waypoint
Infantry with guard waypoint

If infantry is detected , the infantry will go and investigate.
If tank is detected or m113, the BMP will go and investigate

if one of the guard units is killed the other guard unit will go and investigate.

So you don't need scripting its all in the game

Sentry waypoints:

Are finished when enemy units are detected, so troops with a sentry waypoint will guard the perimeter around the waypoint but when an enemy is detected proceed to the next waypoint.



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SomeRandomGuy

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Re:Starting a patrol script - help!
« Reply #4 on: 11 Dec 2002, 04:24:33 »
Well, I guess that solves my problem. The more you know eh?
One last question though - how far is this range on the guard perimeter - will they cross the map to find someone, or is it more of a 'same general area' kind of thing?

At any rate, thanks!

Offline Ottie

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Re:Starting a patrol script - help!
« Reply #5 on: 11 Dec 2002, 10:59:12 »
You can change the range of the guard perimeter
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Azraell

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Re:Starting a patrol script - help!
« Reply #6 on: 13 Dec 2002, 20:40:23 »
but in scripts, you can have grp1 detect grp2 in the area...then grp1 leader sends sniper to elevatated area to get a better view then send 3 units left and 3 right, while he calls for additional forces, cut scenes(try having a camera follow a car around then fly in the air around the mountains and inbetween trees with the in-game editor),  single unit actions(ai)....and much more...u can do some stuff in the ingame editor, but scripts are needed for big time things, try imagining a mission with close to 300 triggers scattered around the map, and 200 waypoints for advanced thing to happen ;)    scripting is more dynamic  :P

GCameron

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Re:Starting a patrol script - help!
« Reply #7 on: 13 Dec 2002, 22:47:01 »
if your still looking for a patrol script that calls for backup checkout the "improved ai script" in the editors depot under units and groups i think. its made by Bremmer and has sample missions to show how it all works, its pretty dam good i think.

Offline toadlife

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Re:Starting a patrol script - help!
« Reply #8 on: 13 Dec 2002, 23:30:59 »
or you could try my grouplink script. I fixed the issue with groups not reutrning to their waypoints after being called.

http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=3735;start=new

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