macguba,
Thanks for taking the time to look at this.. the mission is set on malden. I haven't "exported" it to SP/MP yet.. It's straight out of my users folder. If you need it "exported" I can do that...
Here's the scenario I WANT.
Briefing (not included in mission file):
A rebel force has taken an american soldier as a POW on a desolate island off of the southeastern coast of malden. Black ops have been dispatched to insert at LZ Alpha and rescue the POW. Secondary objective is to destroy a nearby BMP at a refueling station..
In the mission:
I've got a POW in the tent with an officer (interrogator) and a guard. My blackops team is supposed to move in take out all the guards and then rescue the hostage. If the officer is shot the guard is supposed to becoame "aware" that something in wrong and target the POW. If the black ops are detected he has orders to kill the POW. Thats the "loosing" scenario...
In the winning scenario the black ops kill the patrols, officer, and tent guard. When the black ops are within 1 M of the POW he will get in the UAZ at the tent and wait for the blackops to carry him back to the UH-60 at the LZ. At the UH-60 the POW will disembark and get in the 60. When the POW is safely returned to Le Port the mission is complete.
I'm far from getting ALL of that into the mission but I've got all the major players in there and I've been trying to get these triggers worked out before I move on to the final triggers which I suspect to be much easier
I may sneak a trigger in to call up "reinforcements," a BMP to come on a seek and destroy mission at the beach, since I think the mission is too easy right now.
Anyhow, I don't expect anyone to write this mission for me, thats half of the fun
Just a swift kick in the "what the hell were you thinking" direction will do.
Anyhow.. Gotta reboot into windows and test out this trigger you suggested. I'll post the results in an edit.
EDIT: The guard and the officer still lay down when I am detected. The POW is not shot but the hint "tentguard trigger fired" does pop up.
Maybe this has something to do with the way I am creating unit's and groups? To make a group of "two" I've made an entire infantry squad and then deleted everyone I didn't want. to get a lone soldier I did the same thing. They behave as expected but maybe thats where certain triggers aren't working? I've tried the guard as a "lone" unit and attached to the officer. I really don't want him attached because he tries to get in "formation" and I have to issue a dostop to make him stay where I put him.
Also I've been trying to avoid doing too much of the scripting in separate sqs files. Looking back at it seems I might be beter off using the sqs files to do this instead of the init fields? Any suggestions on what the best practice is? I know complicated stuff needs it's own place but I would think simple stuff like this should be handled well in the editor.
Thanks,
mos19k