Home   Help Search Login Register  

Author Topic: Seek and Destroy after hearing or seeing enemie  (Read 587 times)

0 Members and 1 Guest are viewing this topic.

SpecOpWarrior

  • Guest
Seek and Destroy after hearing or seeing enemie
« on: 25 May 2003, 16:11:28 »
Say I named my 3 bad guys:

e1
e2
e3

and they are all sitting at a fire enjoying the night.

Another enemie is walking around guarding the area with the "cycle" waypoint on.



The guarding troop sees you and alerts the 3 by yelling to them.

How would I have them Search and Destroy?  I don't want to use Synchronize, because it never seems to work with characters who have waypoints before hand.

----------

Another question,

The guard walks around non-stop.  I want him to stop every once in a while, maybey to look around, or give him a switchmove where he is trying to clean out his gun, or he crouches or something.

I want him to do random things, randomly at any time.   How do I do this?
« Last Edit: 25 May 2003, 16:14:02 by Spec Op 9 »

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Seek and Destroy after hearing or seeing enemie
« Reply #1 on: 25 May 2003, 16:41:41 »
In reverse order...

Put a placement radius on each of the patrol's waypoints.   Also put a small time in the countdown fields, say  0  8  4.    That way he will pause for between 0 and 8 seconds at that waypoint, different every time.   (In addition to the little pause you always get at a waypoint anyway.)   Alternatively/additionally put a switchmove in the waypoint.

Now, the patrolling sentry's waypoints should look like this

MOVE
MOVE
CYCLE      <------- synchro with switch trigger
SEEK + DESTROY
CYCLE

The three loons by the fire should have waypoints like this

HOLD   (at the fire)
GUARD   <------ synchro with the same switch trigger.

All the loons should be "safe" before the trigger fires, the S+K and Guard WPs should put them to "aware".

If you've had trouble with these triggers in the past it may be because they weren't type switch.

The switch trigger:-

Activation box:   east detected by west (whatever)
Condition:    this or (not alive e1) or (not alive e2) or (not alive e3) or (not alive patrolsentry)

Plenty of reviewed ArmA missions for you to play

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:Seek and Destroy after hearing or seeing enemie
« Reply #2 on: 25 May 2003, 19:55:13 »
almost right ;)

Quote
HOLD  (at the fire)
GUARD  <------ synchro with the same switch trigger.

u need 2 synchro w/ da hold 1 ;) so it shud b

HOLD  (at the fire)  <------ synchro with the same switch trigger.
GUARD

LCD OUT
« Last Edit: 25 May 2003, 19:55:27 by LCD »
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Seek and Destroy after hearing or seeing enemie
« Reply #3 on: 25 May 2003, 21:12:39 »
Yep, of course, well spotted m8.
Plenty of reviewed ArmA missions for you to play

SpecOpWarrior

  • Guest
Re:Seek and Destroy after hearing or seeing enemie
« Reply #4 on: 25 May 2003, 23:30:48 »
Ohh I see,

I just synchronize it before the Guard waypoint?


But does'nt Guard make them stand still?


And what is the waypoint radius for?

SpecOpWarrior

  • Guest
Re:Seek and Destroy after hearing or seeing enemie
« Reply #5 on: 25 May 2003, 23:49:36 »
Nevermind, I understand everything now :)

GOt confused torwards the end

Offline Tim Pink

  • ECP Team &
  • Former Staff
  • ****
  • "Down with a bang and that'll be the end"
Re:Seek and Destroy after hearing or seeing enemie
« Reply #6 on: 26 May 2003, 02:55:00 »
With the wapoints

Move
Cycle <--------------synced with trigger
seek + destroy
Cycle

Where do u place the last cycle waypoint?
on top of the seek and destroywaypoint?
"Whoever said nothing is impossible, never tried slamming a revolving door."

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Seek and Destroy after hearing or seeing enemie
« Reply #7 on: 26 May 2003, 10:26:01 »
Not on top, just next to it.

When an AI group's next waypoint is a cycle waypoint, they think "hey, we're not going there, that's just a poxy cycle waypoint, lets go back to the waypoint nearest to the cycle waypoint."
Plenty of reviewed ArmA missions for you to play