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Author Topic: Hold and leave scripts  (Read 569 times)

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Rhino

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Hold and leave scripts
« on: 25 Dec 2002, 21:44:14 »
Are there scripts availbale that will:

1. Make a unit skip a waypoint action  if it does not take place? I have a HUMMVEE waiting to pick up a unit and sometimes the unit is there and sometimes the unit dies. So if the unit dies..then the humvee just sits there for the duration of the mission..

2. Allow  unit to hold in place for a prescribed time.

I'd like a unit to stop movment for a variable amounto of time. Is it possible to have a script behave "globally" so that is something does or doesn't happen it skips to the next waypoint.

Thanks


Josef

  • Guest
Re:Hold and leave scripts
« Reply #1 on: 25 Dec 2002, 23:26:18 »
I think all that can be done with triggers

If you make a trigger that activates when all the soldiers of the group are dead, and then synchronize it with the waypoint the HMWEE go to after it has picked up the group, then the HMWEE should skip all waypoints ang go to the last one the moment the group is wiped out.
« Last Edit: 25 Dec 2002, 23:29:31 by Josef »

Rhino

  • Guest
Re:Hold and leave scripts
« Reply #2 on: 12 Jan 2003, 01:10:45 »
Thanks for the help. I've been able to figure some things out with a bit more work on using the synch.

However....what if I just want a chopper to fly to wp4 and wait 21 seconds?

I'm pretty dissapointed in how the vehicles use waypoints where I can't even set their speed (except for limited, normal and full,  How about 25kmh?  ;)  )

I have been able to force units to surrender and then board waiting trucks.  (made them switch sides) bad news is that their own team (well old team)  will now shoot them instead of try and kill the capters and allow them to escape.  ( very much missing the old rainbow 6 command of "escort")

I find OFP really amazing at what it can do  and yet what it can't do as well.

Still can't get 4 teams to fast rope without half of them leaving the chopper dead on the rope. !

Right now I'm using Snypir's  (?) script for fast helicopter unloads....this seems like a no brainer...much more useful than "transport unload."  I would really like to see BIS add these three commands to the menu..."transport unload" ( an administrative move) .  "Deploy" (the chopper lands as quickly as it can, no turns, all cargo occupants get out fast and the chopper takes off FAST and resumes coarse.)  "FAST Rope"  (all cargo occupants drop via rope, this MUST include a command for the chopper to HOLD STILL before it deploys the rope and until all occupants are on the ground)
« Last Edit: 12 Jan 2003, 01:15:23 by Rhino »

Josef

  • Guest
Re:Hold and leave scripts
« Reply #3 on: 12 Jan 2003, 18:58:37 »
Insteat of makin them swich side, type this setCaptive true in the init field, then they wont get shot at all...

Could U send me that script (felixbrekke@broadpark.no), and....

Does it not work?

I have a fastrope script, but I think you sould  use triggers for setting it off, gimme your e-mail and we'll swap scripts ;D

For the chopper to stop before letting off the men, just make the waypoint activate after 10 secs...

Rhino

  • Guest
Re:Hold and leave scripts
« Reply #4 on: 13 Jan 2003, 07:51:49 »
The script isn't mine. Right now I can't really create any scripts but I am editing existing onces to suit my mission requirements. Sometimes I read things that are so darn obvious it slays me.....your suggestion of "activating" the waypoint after 10 seconds "appears" obvious. I'll try it out.

I am using the setcaptive command.....I did not know that it would do that! (?) I have read the command reference a hundred times but it never goes into detail about what things really mean or how things really work.  I have a OFP guide book...I read that the hold, sentry and guard waypoints never end. I ask "why not?"  I mean how about a "time" field that specifies that?

Also..where can I find a list of all the "FXSIT" types of positions?  The script I was using has a line that makes them hold their hands above their heads "FXSUR...." (???) but after they do that..they refuse to move anywhere. Can I make them walk with hands behind their backs or above their heads?

e-mail me at rhino@deltahawks.org

I'd love to see an option to drag bodies as well.......;)


NOTE!  Just played around abit...I have no clue how to "activate" a waypoint. I've tried ~10 and 10 in a number of places and I get nothing......:(
« Last Edit: 13 Jan 2003, 11:34:07 by Rhino »

Josef

  • Guest
Re:Hold and leave scripts
« Reply #5 on: 13 Jan 2003, 16:26:37 »
Nope don't think so, just have em be normal ;)

AND btw, could I help you out on that mission, I was thinking of making a BHD myself ;D

What island do you use?