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Robbo

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Wake up
« on: 16 Sep 2002, 12:31:03 »
Hey guys,
In my mission I'm currently working on I want troops to gradually 'wake up' in the hours of the morning and walk out of buildings to start patrolling. how would you set this out so as the early morning continues, troops come out of their barracks. I also want them to come out if an alarm goes off, and start patrolling.
I can get the alarm part to work with triggers and sync lines but as I add the wake up it doesn't work
Any help greatly appreicated
Robbo

Offline Davies1

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Re:Wake up
« Reply #1 on: 16 Sep 2002, 13:22:51 »


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Robbo

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Re:Wake up
« Reply #2 on: 16 Sep 2002, 15:09:26 »
Thanks Davies1
Yes your feeble drunken brain has helped ;D
I've played around with the triggers etc. all I need to know now is how you can get the ingame time (whats on your watch) to activate a trigger
Thanks for assistance
Robbo ;D

Offline macguba

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Re:Wake up
« Reply #3 on: 16 Sep 2002, 15:10:54 »
For the timing thing it's the same idea.  Give bob a waypoint inside the building and synchro the waypoint with a trigger.    In the condition field of the trigger put

true

you don't need anything in the activation field, but you do need to put numbers (in seconds) in the countdown boxes.    You can synchro several dudes with one trigger, though of course they will all start to mosey around at the same time.  What happens is that the trigger goes true at the start of the mission, but it doesn't take effect till the countdown is complete.    Put the same number in each box if you want a specific time, use different numbers if you want it to be a bit random.

If you want something like this to look good you have to set up waypoints for virtually every soldier, with perhaps a few groups of 2 or 3.   It can be a bit tedious but its the only way and for a good idea like this definitely worth it.    I like Davies1's idea of having small groups with "none" in each guy's special field.   They will start off where you place them but as soon as the mission starts they will try to get into formation, which will give the right kind of milling around effect for early morning.

Now, all of this will interfere with the alarm response so here's what to do.    Set up a bunch of waypoints for your dude which look something like this:

move   synchro this wp with the timing trigger
move
move
move
cycle   synchro this trigger with the alarm trigger
guard

If the alarm doensn't go off the dude will wake up and set off on his patrol.   If the alarm does go off he will head straight for the guard wp.  (or you could have another set of patrol wps, whatever you like).   Make sure the alarm trigger is type switch.   Won't make any difference whether he is still in bed or out on patrol.   I like to get my dudes to join into groups when the alarm sounds so I put something like

[bob1, bob2, bob3] join kingbob

in the on activation field of the alarm trigger.   Dudes look better wandering around the camp on their own, but they fight better in groups.

If you want to make the patrols waypoints a bit random give each one a placement radius.   If you want a dude to stop for  a bit at a waypoint use the countdown fields in the waypoint.

Hope that helps. :)



Edit:  you could use the time command instead for some of this ...... have time=93 or something in the condition field of the first waypoint rather than using a trigger.
« Last Edit: 16 Sep 2002, 15:16:07 by macguba »
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Offline Tomb

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Re:Wake up
« Reply #4 on: 17 Sep 2002, 00:08:36 »
If ya want troopers to get outta buildings (like in a cutscene or such), the best
or at least the most RELIABLE way is to spawn/pseudo-spawn a couple of d00ds
and then use a PLAYMOVE effect.

This is coz the AI's will act & appear more realistic when FORCED rather then ASKED  ::)

( a bit like kids, LOL )  ;D :noo: :tomato:

*cough*    ::) ...uuuuhm, well... here's the deal, matey :  


If we ignore the spawn part & simply focus on the "getting out" part,
then just name the guy BOB and use this in a script:

Bob setDir 133½ ;  Bob PlayMove "StandWalkF"   ( I think it's StandWalkF )

Ya need to loop the script to make this look good, actually it can
take a while to do it right - but the results are stunning!!!!  :-* ;)


PS. the "setDir" is just to set his azimut right - we want him to walk outta the door, not the wall  ::) ;D

hope I make a tiny bit of sense (it hasn't happened to me yet, and I'm 31 y.o. now)  :P ;D