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Author Topic: Need help with counter-attack  (Read 1217 times)

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Wouter

  • Guest
Need help with counter-attack
« on: 31 May 2003, 12:55:57 »
Hello
Im working on a mission and i need help.
In the mission you mus take over a building.
I want to make a recistance counter attack on that building.
Does anybody know a script or anything for a counterattack?
« Last Edit: 31 May 2003, 12:56:17 by Wouter »

Ace

  • Guest
Re:Need help with counter-attack
« Reply #1 on: 31 May 2003, 13:00:30 »
These kind of counter attacks don't really need a script. They can be compeltely editor based using WP's and synchronisation.
If you catch my drift.

unkie

  • Guest
Re:Need help with counter-attack
« Reply #2 on: 31 May 2003, 13:12:45 »
i was wondering what is the best way to simulate an enemy flanking you?
cos when i try to do it with waypoints it just doesnt seem convincing...like the enemy stops and starts and runs backwards and stuff

Wouter

  • Guest
Re:Need help with counter-attack
« Reply #3 on: 31 May 2003, 13:35:14 »
How i do that then?
With WP's and synchronisation.

Ace

  • Guest
Re:Need help with counter-attack
« Reply #4 on: 31 May 2003, 13:40:01 »
Create a trigger that signals when you have captured the enemy building (i.e, all east in a 25x25 radius around the building not present)
Then press F5 and synchronize with the starting WP of another enemy group or groups (drag a blue line between  them with your mouse)

Offline macguba

  • Former Staff
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Re:Need help with counter-attack
« Reply #5 on: 31 May 2003, 13:56:03 »
Welcome to the forums, Wouter!   You need switch triggers.   I think there is a Pending tute in the Ed Depot, and there are lots of threads - use the forum search function.

Once you understand switch triggers you will be able to create any counterattack you like.


unkie, the best way to simulate an enemy flanking you is with waypoints and switch triggers.     However, you will need to do a lot of playtesting to make it look really good - to make anything look really good in OFP takes 50 - 100 tests.    Depends on how complex it is of course, but you don't have to test it by playing every single AI unit.
Plenty of reviewed ArmA missions for you to play

Wouter

  • Guest
Re:Need help with counter-attack
« Reply #6 on: 31 May 2003, 14:34:31 »
i tried what ace said but it wont work.
The counterattack units start moving to the WP as soon is the game starts.......not when all east are dead.........
« Last Edit: 31 May 2003, 14:35:42 by Wouter »

Ace

  • Guest
Re:Need help with counter-attack
« Reply #7 on: 31 May 2003, 14:43:53 »
You can't use scripts for counter-attacks. Well you could but its pointless.

Just tinker with it.

Also, they will move to their WP and wait then! not just wait  straight from the beginning.

E.g :
  • Group1 is synchronied with East not present trigger (Trig1),
  • Group 1 will run through their WP's until they reach the synchronized one, Then they will wait until East not present trigger is activitated
  • Once trig1 is active, group1 will cotinue through their WP's.
       
If you really don't want them to mvoe at all create a WP for group1 and place it the leader, then synchronize.
SInce group1 start on this WP they won't move at all.

Wouter

  • Guest
Re:Need help with counter-attack
« Reply #8 on: 31 May 2003, 14:52:13 »
Ok it works now.
Thanks for the help m8.

Ace

  • Guest
Re:Need help with counter-attack
« Reply #9 on: 31 May 2003, 15:11:07 »
If u still want a script this one might work (its more durable as well)
I only just write it in about 5 mins so it might not be perfect, I would test it but my OFP is down.

To execute it you create a trigger covering the building with activation as anybody and a marker called something live Move and place it where you want the counter attackers to run too when countering.
When in the On Activ. field of the trigger write:

[CounterAttackersLeaderName, east In this list, "MArkerName"] exec "counter.sqs"

Syntax not guarnenteed, especially for the east in this list, without OFP I'm not completely sure if it will work.