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Author Topic: disembarking + retry positions  (Read 1030 times)

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gadolinite

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disembarking + retry positions
« on: 11 Jul 2003, 20:30:59 »
 ???I have some boats coming up on shore.  How do I set up a situation where I (the player) gets out, the rest of the guys will get out (so I don't have to tell them to leave)?

 ???How do you set up a trigger that updates a retry position?

 8)Thank you

Offline Blanco

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Re:disembarking + retry positions
« Reply #1 on: 11 Jul 2003, 21:09:36 »
1) Use TRANSPORT UNLOAD waypoint

If you are the commander of that group, you have to give the rest the order to disembark, when you're not the commander, you will disembark automaticly.
Make sure you're not grouped with boat when U use TRANSPORT UNLOAD.  

Not sure 'bout this : When your grouped with the boat use UNLOAD, the driver and gunner will stay.cargo disembark.

2) In the onactivation of a trigger :Savegame

« Last Edit: 11 Jul 2003, 21:17:55 by Blanco »
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gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #2 on: 12 Jul 2003, 02:09:16 »
 :noo:no no no :hmm:, The computer is supposed to disembark the guys when YOU (the player only) gets out.  Transport unloads I had but they do not work.

To make this clear :joystick:

I have two Mark 2 PBR ships which have six guys in one squad.  Grouping them with the boats is a big  :noo: no so therefore you can't group them with the boats.

I was thinking maybe something like <player not in ship then command leave (or whatever this is).

                     I need someone to fill me in on this

 :thumbsup:Thanks again

gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #3 on: 12 Jul 2003, 07:03:51 »
 :wave:ok, here is something

my attached script is what I did to try to get the guys to disembark when I (the commanding officer and player) left the boat.  None of my squad guys left, but just the driver of boat 'T2' who got back in a few seconds later.   :beat:so therefore no luck.  Remember my squad is 12 guys in 2 boats.  alpha is group alpha.  I am using the leavevehicle command after the script's loop terminates (see script for more info).  Is there anything else besides this command for vehicle exiting?  If I use it, the driver effect (him getting out, then back in) will always occur (for any vehicle, not the boats, in a cutscene, I had to black out the camera before the driver disembarked, gerr >:().  

The real question is, how do you get this to work ???  here is the script (see attached)

gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #4 on: 13 Jul 2003, 07:13:36 »
 ???whats wrong, has anyone attempted this ???

While I am waiting I will be playing around with it to see what I can get

Offline Blanco

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Re:disembarking + retry positions
« Reply #5 on: 13 Jul 2003, 13:19:56 »
unassignVehicle unit

Operand types:
unit: Object
Type of returned value:
Nothing
Description:
Person is unassigned from the vehicle. If he is currently in, group leader will issue order to disembark.

Example:
unassignVehicle player

« Last Edit: 13 Jul 2003, 13:24:38 by Blanco »
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gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #6 on: 13 Jul 2003, 19:59:42 »
thank you, sounds good

gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #7 on: 15 Jul 2003, 22:40:20 »
still the soldiers don't get out

Offline macguba

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Re:disembarking + retry positions
« Reply #8 on: 16 Jul 2003, 00:55:27 »
would

[unitOne, unitTwo] orderGetIn false

help?
Plenty of reviewed ArmA missions for you to play

gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #9 on: 16 Jul 2003, 04:51:09 »
lets see

gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #10 on: 16 Jul 2003, 05:30:35 »
 :oresults are not pretty, no one leaves.

deaddog

  • Guest
Re:disembarking + retry positions
« Reply #11 on: 16 Jul 2003, 05:32:40 »
Try this:

Trigger:

condition:vehicle player == player
on activation:  [] exec "leave.sqs"

;leave.sqs

_i=0

#loop
~2

_u=(units alpha) select _i

_u action ["eject",vehicle _u]
unassignvehicle _u

_i=_i+1
?_i<count (units alpha):goto "loop"

exit

This will make the units in group alpha exit their boat at two second intervals whenever the player gets out of his boat.

deaddog

  • Guest
Re:disembarking + retry positions
« Reply #12 on: 16 Jul 2003, 05:52:17 »
OK, I actually tested this and it works.  One problem, however.  With the two boats grouped together, the second boat was not near the shore so when I got out, those guys jumped out of their boat and drowned.   :o  

I put the two boats in a line formation which corrected that problem.  Another solution might be to only allow them to exit if their boat is near the shore.  You can put a game logic there and check the distance to the boat.  If its close enough then the boat is near the shore.

gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #13 on: 16 Jul 2003, 17:03:25 »
the boats are not grouped, is this ok?

gadolinite

  • Guest
Re:disembarking + retry positions
« Reply #14 on: 16 Jul 2003, 20:36:18 »
ok it works