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MattE

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combat
« on: 15 Sep 2002, 09:16:43 »
1. is there a way or a script which simulates a real ambush? One where you dont see the enemy as you walk around the jungle then out of nowhere the enemy pops up only a few metres away and the bullets start to fly. One or two of your men go down while the rest hit the ground and seek cover. etc. etc....

2. is there a way to make the dust shoot up? like when a bullet hits the ground or a wall and the dirt and dust gets thrown around?

3. can you have a gun battle where not many men die? lots of shootin, bullets zippin past your head explosions all over the place but nobody or at least not many men get hit.

any suggestions would be welcomed

cheers

Offline Davies1

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Re:combat
« Reply #1 on: 15 Sep 2002, 12:04:43 »


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Offline 14th_Hoot

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Re:combat
« Reply #2 on: 16 Sep 2002, 06:24:44 »
I am also available to go on the road to provide realism. Just let me know where you live and when you leave or arrive home from work, and I'll be happy to ambush you. You may want to give your neighbors a heads up though. Blanks in the gun are standard, but if you really want the realism of bullets whizzing through the air, that will cost extra, as that may cause some law enforcement problems and require me to escape and evade (E&E) out of the area of operations (AO)

 ;D

Hoot out!
What..me worry?

MattE

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Re:combat
« Reply #3 on: 17 Sep 2002, 09:57:58 »
 ;D hoot> :gunman:  :beat: <me

anyway

another question

to lay out the scene:
me and 3 other men are to recon an enemy base. we spot the base and I stay behind as cover while the 3 others move forward. The suddenly the men are ambush and killed leaving me alone to defend for myself.

so what i want to know is, when the men are ambushed (thanks Davies) and killed how can i get a sideradio (i think thats it) to appear with a message?

Offline macguba

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Re:combat
« Reply #4 on: 17 Sep 2002, 12:36:41 »
The spell you need is something like

bob sidechat "Get me outta here!"

which goes in the activation field of a trigger (or in a script).   As long as your buddy called bob is still alive that text will appear at the side of the screen.    sidechat is visible to your side:  I think there are groupchat and globalchat options as well.   The text has different colours.    Suspect sideradio is the same as sidechat, but not absolutely sure.  

Check out the [un]official command ref for more deets.  If you know (or suspect) a keyword its always worth checking there ... I always look at both because then you get two different takes on the same thing which makes it easier for my simple brain to understand.

So you could have trigger over the ambush area set to west detected by east (or whatever) with that line in the activation field.      If bob had cashed in his chips the message wouldn't get sent so you could have another trigger W det by E with this in the condtion line

this and (not (alive bob))

and this in the activation line

betty sidechat "Ambush!  Bob's dead!"

Remember that if you release this mission publicly some poor schmuck like me is going to play it differently so you have to cover all eventualities.

Hope that helps :)

PS - to make sure you don't get both messages you need to use a little variable.  

bettytalk=true    goes in init.sqs
bettytalk=false    in the activation field of bob's trigger
this and (not (alive bob)) and bettytalk      is what actually goes in the condition field of the second trigger.

That way, if bob says his piece then betty will keep his trap shut.   But if bob catches too much lead then betty will do the talking.







Plenty of reviewed ArmA missions for you to play

Offline Davies1

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Re:combat
« Reply #5 on: 17 Sep 2002, 12:41:07 »
name the soldiers you are with.
jim, bob and barney (for example.)

make a trigger covering the area of the base and surrounding area with west not present.

With this condition:
(not (alivejim)); (not (alivebob)); (not (alivebarney))

[I don't know if you can shorten the syntax with:
(not (alivebob)(alivebarney) etc, try it it may work.]

and on activation [West, "Papa_Bear"] sidechat "type your message in these speech marks"

When these men die it should put a papa bear message of your choosing on the screen. Hope this helps.

Check a few tutorials out here and see how to make objectives/waypoints change after this all happens etc.

hopefully this works for you.
Beer is the fuel for the Heavy Metal Engine.