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Author Topic: Group Recognition  (Read 466 times)

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Mr.BoDean

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Group Recognition
« on: 23 Aug 2003, 06:49:38 »
Okay, so we know that WP's are for GROUPS.  And we know that anyone grouped to a leader is part of that GROUP.  But since I've been having trouble with a few scripts lately when the group leader is not present (neither human nor AI) , does that mean that the game does not know which group a unit (player or AI) belongs to if the
group leader is not present at some point during the mission?   ???  ???  :-\
   Because that would explain a few things, but not help me solve them.  ::)  :-X

Offline Chris Death

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Re:Group Recognition
« Reply #1 on: 23 Aug 2003, 06:59:16 »
You need to become more specific, what your problem is.

It can be a problem, if the groupleader is not present,
but this is apart of the way how you designed your
mission.

If you've done it right, it shouldn't become a problem,
as a group always has "a" leader (the highest ranked
soldier of the group is the leader).

If you try to start scripts from the init field of the groupleader
or if you name his group there in multiplay, you will for sure
get in troubles, if the groupleader gets disabled in the
player selection screen.

Or if you try to do anything during the mission according
to the groupleader's unit name instead of using:
leader groupname, you will also get in troubles if he has
got killed before.

Normally expecting you did setup the mission correct, it
should not be a problem, wether this unit is there or not.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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Offline DrStrangelove

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Re:Group Recognition
« Reply #2 on: 23 Aug 2003, 12:17:01 »
If you use 'leader group' you always get a valid person to work with, except everyone in the group is dead.

Mr.BoDean

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Re:Group Recognition
« Reply #3 on: 25 Aug 2003, 23:47:43 »
You need to become more specific, what your problem is.

It can be a problem, if the groupleader is not present,
but this is apart of the way how you designed your
mission.

If you've done it right, it shouldn't become a problem,
as a group always has "a" leader (the highest ranked
soldier of the group is the leader).

If you try to start scripts from the init field of the groupleader
or if you name his group there in multiplay, you will for sure
get in troubles, if the groupleader gets disabled in the
player selection screen.

Or if you try to do anything during the mission according
to the groupleader's unit name instead of using:
leader groupname, you will also get in troubles if he has
got killed before.

Normally expecting you did setup the mission correct, it
should not be a problem, wether this unit is there or not.

~S~ CD

Yes, Mr. Mortuary ,you pretty much nailed it.  I was trying to create/adapt a script that would work for a heli dropoff whether I was playing it as a SP mission , a MP mission solo or a MP with any combo of AI and human players , but there always seemed to be a glitch depending on whether or not the group leader was human or AI , active or not active and if the second in command (when group leader not present) was host or other human. So I wanted to understand if/how game knows what group a unit is in if leader wasn't present.
   
   So, yes, I set up the group with  mygrp = group this in the leader's init.  And in one version I used
[mygrp] exec "script.sqs" which had mixed results.  :-\
  But I also tried specifically stating the names of the units in the script , thinking it would bypass the group parameter. But again, mixed results.  :-\

     So Doc, you're saying that if I use [leader mygrp] in a trigger's On Activation  to execute a script, it should work even if original leader is never present during game?   :-X   ???