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Author Topic: Trip wires in the FDF mod  (Read 432 times)

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miser123

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Trip wires in the FDF mod
« on: 03 Mar 2004, 04:26:08 »
I figured out how to make the trip wires in the FDF mod actually work! Well, the flares anyway. The other type just kill your player. Here's what to do....

Place a "flare trip wire" where you want to. Then place a Game Logic really close to it. Preferrably on top of it. Then set up a trigger and place in it's activation field, "('name of your trip wire here') distance ('name of your Game Logic here') > 100"...You can then have it alert the base!! If you give it a boolean, example...once the trip wire is tripped, have "obj99 = true", add a 5 second delay to give the flare actual time to alert the base, and have onother trigger ready to watch for when obj99 = true. Have an alarm sound and all of the enemies behaviour change to aware, and wah-lah...instant alerted base...

These trip wires are alot of fun...especially at night!

Good mission making to all...

j-man

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Re:Trip wires in the FDF mod
« Reply #1 on: 03 Mar 2004, 05:13:34 »
Don't the FDF trip wires launch flares even if you dont place triggers and stuff?

Kai Ingar

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Re:Trip wires in the FDF mod
« Reply #2 on: 03 Mar 2004, 12:26:53 »
You do not need to place any triggers and stuff in FDF mod.. But you makes it more realistic if you do, any nearby units will be alerted and move to the location..

Offline The-Architect

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Re:Trip wires in the FDF mod
« Reply #3 on: 03 Mar 2004, 21:35:41 »
The AI units don't set them off as far as I know. Summit to do with them seeing it as an object. So the wires are great if you want the player to be setting them off but not the other way round. Does anyone know how to get the AI units to trip them?
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."