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Jakerod

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Several Questions
« on: 05 Feb 2003, 00:43:24 »
1. I want to have it so that when a resistance unit enters a certain area around two resistance guys the two guys join that guys group but it has to be any group that walks in.

2.I want to have it so that when a certain percentage of east guys in an area are killed the other east guys all run (cant use waypoints cuz most guys have guard waypoints)

3. I want to make it so that after a certain time or conidition a Radio becomes unhidden (such as Radio Alpha).

Ill probably have more later.

Offline macguba

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Re:Several Questions
« Reply #1 on: 05 Feb 2003, 01:28:24 »
1) slightly tricky but I suspect it can be done.      I'm not quite sure how to do it, but you will need a wee script, the "join" command, and an understanding of "thislist".     you might need the "leader" command as well.    Sorry to be so vague but I dont' really know the answer, this is just clues in case nobody else can help.

2) is easy.     Use type switch triggers to make the runaway dudes runaway.  In the condition field you'll need the count command, something like count units badgroup < 5.    Yes you can use waypoints for this, providing you also use triggers type switch.

3) is also easy.  Create a trigger

activation:  as you will
on activation:   "1" setRadioMessage "Call Air strike"
Timeout:     min 90 max 90 mid 90

CHECK THE SYNTAX but the principle works.   With the timeout the trigger does not actually activate till that time after the condition is satisfied.    If its time from start of the mission use the reservered variable "time"
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Offline Sui

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Re:Several Questions
« Reply #2 on: 05 Feb 2003, 02:56:47 »
1) Try something like this:

Trigger

Radius: Covering your Res guy, and not much else
Condition: Resistance Present
Condition field: resistance countside thislist > 2
OnActivation field: [ resguy1,resguy2 ] join (group ((thislist - [ resguy1,resguy2 ]) select 0))

Now that OnAct line looks nasty, but what it does, is make your resistance guys (resguy1 and 2) join the group of the first Resistance unit in the trigger. This bit here:

(group ((thislist - [ resguy1,resguy2 ]) select 0))

means the group of the first unit of a list of all units in the trigger, minus your resistance guys.

Anyway, try that out and see if it works ;)
« Last Edit: 05 Feb 2003, 03:50:32 by Sui »

Jakerod

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Re:Several Questions
« Reply #3 on: 05 Feb 2003, 03:44:50 »
Thanks guys i have a question about the Sui's answer to the first one? If the guys in the radius are Resistance then they will just join themselves i need it so that once a res guy (that isnt one of the two guys i want to have join) is in the trigger i want the two guys to join them.

BASIC POINT OF POST:Since the two guys that are joining are already in the trigger wont that effect it?

Offline Sui

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Re:Several Questions
« Reply #4 on: 05 Feb 2003, 03:52:33 »
Ooops! :O

Sorry Jakerod, I managed to misread your perfectly logical explanation there... :P

Anyway, I've editing that code I gave you above, so it should work with two guys in your trigger area as you mentioned.

To address your point, yes it does effect it. However the code in the condition and onact lines of the trigger effectively ignores the two guys by cutting them out of the list of units in the trigger...

Anyway, try that out and see if I've hit the nail closer to the head this time ;)

Uberminch

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Re:Several Questions
« Reply #5 on: 05 Feb 2003, 18:50:05 »
Eh, Hmm. Well, for the running Soviet guys, you can put some script in their Init fields.

You could either write it in the init fields of the squad officers, or in every single guys' field.

For example, in the init field of the squad commander you could put soldierOne allowFleeing 0

soldierOne being the name of the guy.

0 is maximum courage, 1 means they will run as soon as they are fired upon.

Anyone correct me if I'm wrong, I'm not exactly an expert.

Jakerod

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Re:Several Questions
« Reply #6 on: 06 Feb 2003, 00:09:20 »
Thanks guys it worked.

How would I edit it to make it so that i can use different numver of guys?

[ resguy1,resguy2, resguy3 ] join (group ((thislist - [ resguy1,resguy2, resguy3 ]) select 0))

resistance countside thislist > 3

Is that how?

Edit: How can I take weapons out of an ammo crate? I can stick them in but not take them out.
« Last Edit: 06 Feb 2003, 00:12:19 by Jakerod »

Offline Sui

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Re:Several Questions
« Reply #7 on: 06 Feb 2003, 00:32:51 »
You've got it mate ;)

Jakerod

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Re:Several Questions
« Reply #8 on: 06 Feb 2003, 01:46:26 »
You guys have an answer to my ammo problem?

ANother thing to its more of mulitplayer but can i make two different briefings: one for east one for west/resistnace?

Is there a way i can make it so if anyone leaves a certain area their screen blacks out and they cant see anything?

EDIT: Couple more questions: Anyway to make it so if i select an option like "make soldier" from the action menu i can replace a civ unit with a res one. Just like a soldier or something. It will work well cuz i can either turn my men into spies or soldiers.

EDIT: How can i make it so if a civ has a weapon he gets shot by an east unit?
« Last Edit: 06 Feb 2003, 02:28:46 by Jakerod »

Uberminch

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Re:Several Questions
« Reply #9 on: 06 Feb 2003, 17:28:35 »
You could use removeallweapons this;

I'm not sure if that works for ammo crates.

If it does you could then put whatever weapons you wanted in it. Seems like that would take a while, with all those addmagazine and addweapon commands.

Offline macguba

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Re:Several Questions
« Reply #10 on: 06 Feb 2003, 17:45:27 »
Doesn't

this removemagazine "M16" work for ammo crates?


I believe you can have different briefings for each side in multiplayer, but I don't know how - check the tutes.

For your replacement soldier idea it sounds like you need to know about addAction, createVehicle and deleteVehicle.     IF you used getPos to find out where the old version was and then setPos to create the new guy there ... should work though it might not look too great.     You wouldn't be able to fake the side - he would be a Civ before and a Res after.

A Civ is always a Civ, whether he has a gun or not.    You could write a script that would detect if he had a weapon, and if so an East dude could be given doTarget and doFire commands until the Civ was "not alive".    Alternatively you can do the side fake thing - make civ into west by grouping him under a west leader, or edit the mission.sqm to make a west solder look like a Civ.

If you're not familiar with any of these commands check them out in the Ed Depot.
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Jakerod

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Re:Several Questions
« Reply #11 on: 06 Feb 2003, 23:59:02 »
Okay thanks guys i will try those ideas out tonight. About the soldier thing i am going to try \creating guys and stuff and then making it so the screen blanks out and then they are a soldier.

Offline macguba

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Re:Several Questions
« Reply #12 on: 07 Feb 2003, 00:43:18 »
I've been thinking about the screen blanking out question.   It's easy to do in single player obviously (use a trigger and a titlecut Blackout) though you need to think carefully about what the player does next.

I don't know anything about multiplayer (I presume that's what the question was about) but I kinda feel its got to be possible ... you're only blacking out locally, not globally, so all you have to do is make the effect happen on the local computer and make sure the server doesn't find out.    
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