Home   Help Search Login Register  

Author Topic: Commands For Activation Of Units  (Read 517 times)

0 Members and 1 Guest are viewing this topic.

Maverex

  • Guest
Commands For Activation Of Units
« on: 29 Jun 2003, 05:16:06 »
What im tryin to do is make it so that when the commanding unit radios alpha a chopper will set off from a place and go and pick em up (i know how to make it go and pick em up and all that stuff, i have the script for that) what i need it the way which i can activate a trigger or somethin which will set a chopper off.... any ideas plz?
Thanks.
Mav.

Wolf

  • Guest
Re:Commands For Activation Of Units
« Reply #1 on: 29 Jun 2003, 05:39:44 »
If the chopper is to be sitting on the ground until its called, you can put this in its init field.

This setfuel 0

And when you want it to take off, put this in the triggers on activation field.

Choppername setfuel 1

If the chopper is to be hovering in the air, make a waypoint before the pickup one for the chopper, and syncronize it to the trigger. So until that trigger is activated, it will not move to the next waypoint.
I hope that helps.

Maverex

  • Guest
Re:Commands For Activation Of Units
« Reply #2 on: 30 Jun 2003, 02:50:09 »
thanks ill try it out tommorrow... its a bit late right now.

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Commands For Activation Of Units
« Reply #3 on: 30 Jun 2003, 08:36:37 »
 :o if the bird is supposed to be part of a cutScene
(yanno, you call her up & the cam peeks at her takeoff etc.)
then, in addition to what wolf said up there:

Quote
If the chopper is to be hovering in the air.....

ya could let her stand on ground w/ engines running, like this:


Do as wolfy said, and simply use

   This FlyinHeight 0.3

in the "hold" WP, and

    This FlyinHeight 60

when she's supposed to fly towards yer place!  :)
This way it won't take a year before the bird actually takes off and starts to fly.  :-*