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Author Topic: Simulating a busy Base?  (Read 1585 times)

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SEAL_Sniper

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Simulating a busy Base?
« on: 08 Jun 2003, 18:39:57 »
Here's the dilemma:

I've built a base on a map (complete with barracks, empty vehicles on the tarmac, airbase security), but when the chopper with my main character lands, it looks as if there's no hustle and bustle.  Is there any way I can make a script for people just to "stroll around" in Careless?  Any other solutions would be great.  Thanks.

Offline Captain Crunch

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Re:Simulating a busy Base?
« Reply #1 on: 08 Jun 2003, 18:49:30 »
Ofcourse, thats quiet easy but a little time consuming if You wanna make it look good.


Simply place some units around the base, where You want. Then just give them a few waypoints around here and there with the behaviour and speed and tralala of Your choise. Thats it. No need for scripts here unless You're looking for something more complicated.

Does this helps You?

 
« Last Edit: 08 Jun 2003, 18:50:46 by Captain Crunch »
Back to the forest!

SEAL_Sniper

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Re:Simulating a busy Base?
« Reply #2 on: 08 Jun 2003, 18:51:51 »
Captain Crunch:

Thanks for the speedy reply.  However, I tried that, and my base quickly became so crowded that scripting any kind of cutscene or even moving my main character around the base became quite the task.  Oh well

Offline Captain Crunch

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Re:Simulating a busy Base?
« Reply #3 on: 08 Jun 2003, 18:56:55 »
What do You mean? Your PC slows down?

If thats the case then there's nothing else to do than buy a new one! ;D

I don't think scripts could help about this matter. However, You could use "DeleteVehicle" to delete the units You don't need once the scene at the base is over.

Back to the forest!

SEAL_Sniper

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Re:Simulating a busy Base?
« Reply #4 on: 08 Jun 2003, 19:04:32 »
That's not what I mean...I did the background characters waypoints, then I tried making waypoints for my main character, and scripting cutscenes, and doing mission-essential things, and with all the waypoints laying around it became very difficult.  If I can, I'd like to try and find  a way without as much "clutter," I guess is what I'm looking for.

Offline Messiah

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Re:Simulating a busy Base?
« Reply #5 on: 08 Jun 2003, 19:11:03 »
well... for random movement use a Hold, Guard waypoint with the area up to 100 or so... this will make the men patrol the area randomly
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SEAL_Sniper

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Re:Simulating a busy Base?
« Reply #6 on: 08 Jun 2003, 20:17:36 »
Messiah:

Thank you, that's exactly what I was looking for!  Just did it, and it works very well.  Now, another problem emerges...Probably because of my inexperience at mission making.  How do I have a unit cancel his Guard command?  What I want to happen is, have a unit that's at the base stop their patrol and run over when the main character lands and go under his control, so I used a Join command for the unit and a Join and Lead for the main guy.  But how do I get them to stop their patrol?  Thanks for your help

Offline Messiah

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Re:Simulating a busy Base?
« Reply #7 on: 08 Jun 2003, 20:20:09 »
hmmm....

well hold and guard waypoints never finish so to speak... so i don't think you can stop them.... you could try and do the same with a 'move' waypoint and the area trick.... and then set up a trigger with type 'switch' syncronized with the move... so when the player arrives they can then move onto the next waypoint....

not sure... i think u'll have to experiment with waypoints etc to get the best results :thumbsup:
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Offline macguba

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Re:Simulating a busy Base?
« Reply #8 on: 08 Jun 2003, 20:25:24 »
You can use a switch trigger to make a group complete a hold, cycle or guard waypoint and go on to the next waypoint.
Plenty of reviewed ArmA missions for you to play

SEAL_Sniper

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Re:Simulating a busy Base?
« Reply #9 on: 08 Jun 2003, 21:34:51 »
All:

Problem solved!  Did the switch trigger, synched it, and it worked like a charm.  Thanks for all your help.

Offline dmakatra

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Re:Simulating a busy Base?
« Reply #10 on: 08 Jun 2003, 22:27:24 »
Yea, Switches are usefull. Read my tute about it in ed depot and youÂ'll learn more about its value. :P

SEAL_Sniper

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Re:Simulating a busy Base?
« Reply #11 on: 08 Jun 2003, 22:27:29 »
Well, now I got a new problem.  And in the interests of not making a million posts, I'll just put it here.  

My scenario is two groups of Russion OMON Troop taking a heli base.  They bring a pilot to take with them a chopper.  I just spawned them in the base, for the sake of ease.  And made a trigger so that when West was detected by East, everybody gets in the chopper and flies away.  So that when my chopper flew up, everybody leaves.  

But, I didn't want it to look like there was no fight, so I put a bunch of West soldiers with removeAllWeapons this in all their init fields.  The problem with this is, it sets off the trigger.  When the chopper with the player character gets there, there's a bunch of dead soldiers (the intended effect) but the OMON and pilot are gone.  Is there any way to make a trigger that will spawn the other trigger at the base?

Offline dmakatra

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Re:Simulating a busy Base?
« Reply #12 on: 08 Jun 2003, 22:31:38 »
I dont really understand yer problem, m8. It might be my bad english but can u explain more in detail what yer problem is? :-*

SEAL_Sniper

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Re:Simulating a busy Base?
« Reply #13 on: 08 Jun 2003, 22:45:45 »
Surely.  My trigger is being set off prematurely.  Is there any way I can make it until my trigger doesnt go off until some other trigger somewhere is set off?

Offline macguba

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Re:Simulating a busy Base?
« Reply #14 on: 08 Jun 2003, 22:48:02 »
Several ways you could solve this.   The classic solution would be to use variables, but as you suggest moving a trigger

trigger1 setPos getPos gameLogic1

might do the trick just as well.
Plenty of reviewed ArmA missions for you to play