Home   Help Search Login Register  

Author Topic: Trigger controlled waypoints and units  (Read 1289 times)

0 Members and 2 Guests are viewing this topic.

Old_Man

  • Guest
Trigger controlled waypoints and units
« on: 08 Oct 2002, 19:52:19 »
I am Trying to edit a ambush mission were I can call in a helicopter strike via a Radio message. How do I set up the trigger so as the helo doesn't prceed to the first waypoint untill I call him?

seanver

  • Guest
Re:Trigger controlled waypoints and units
« Reply #1 on: 08 Oct 2002, 20:12:40 »
You need the helicopter to proceed to the second waypoint: you must create a waypoint where you want the chopper to wait, type HOLD. NOw create a second waypoint where you want it to go. Now create a trigger, Type: Switch, Activation: Radio Alpha. Condition: this

Now syncrhonize the trigger with the HOLD waypoint. and voilà!

Old_Man

  • Guest
Re:Trigger controlled waypoints and units
« Reply #2 on: 08 Oct 2002, 21:25:59 »
That did the trick !!
                                THX

Offline Chris Death

  • Former Staff
  • ****
  • Finally Death's gonna get ya
    • OFPEC
Re:Trigger controlled waypoints and units
« Reply #3 on: 08 Oct 2002, 23:41:43 »
If you want to do it more professional, use SeAnVeR's
method, but instead of switching the chopper's waypoint
(it would be hovering in the air all the time), rather do
it with the crew (not boarded yet).

Create an empty chopper
create the crew (could be 1 pilot, 1 gunner - or only the
pilot)

Now give the crew a waypoint (type: HOLD) close to the
chopper. place the next waypoint directly onto the chopper
(type: GETIN), and continue with giving waypoints for
your airstrike.

Now syncronize (press F5/drag line) the HOLD waypoint with
the trigger, and whoop the chopper isn't stupidly hovering
anymore.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Chris IX

  • Guest
Re:Trigger controlled waypoints and units
« Reply #4 on: 08 Oct 2002, 23:58:48 »
In that case forget the hold waypoint coz u can just synchronise trigger with getin waypoint. Advantage is chopper starts engine as soon as you call em.
There's a way to tell it to start the engines, too so it wouldn't even ned time to do that, it would just lift off. But only if you want it or I'll have to look at my list.

Offline Chris Death

  • Former Staff
  • ****
  • Finally Death's gonna get ya
    • OFPEC
Re:Trigger controlled waypoints and units
« Reply #5 on: 09 Oct 2002, 16:50:43 »
Yeah, off course in case of doing it with crew waiting out
of chopper, you don't need the HOLD waypoint and the
SWITCH trigger. (normal use waypoint and trigger with type
none will do that aswell).

To let the pilots wait inside chopper without having the engine
on, you can do it this way:

create the chopper
give it a name (let's say: chop1)
into the player's init field type:
chop1 setfuel 0

create a trigger (radio call)
activation field: chop1 setfuel 1

Now create the waypoints for the chopper's airstrike.

:note - select "none" in the chopper's special field, instead
of "flying"

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted