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Author Topic: Scripting movement, gunfire and respawn issues.  (Read 698 times)

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smiller

  • Guest
Scripting movement, gunfire and respawn issues.
« on: 28 Jul 2005, 18:42:49 »
G'day,

I need to set something up for a cutscene. A bloke crests a hill, drops to one knee then fires at a specific APC. Then the cutscene ends and the suprise attack begins.

I need this guy to walk to a specific point, then upon reaching that point drop down, prepare his RPG and fire straight at my target (if an RPG isn't blowing it up enough I'll stick some satchel charges in to make it go KaBlAmO!

Then once the cutscene is ended a group needs to be spawned and run over the hill to attack the APC and nearby troops. Once that happens a radio message needs to be triggered and that in turn will turn a convoy around and make them move to the attack point (I can achieve this with WPs I think).

So, being the humongous noob that I am, I need help with it all (except the waypoints).

All help is greatly appreciated!

Cheers,
Sam

Dane

  • Guest
Re:Scripting movement, gunfire and respawn issues.
« Reply #1 on: 29 Jul 2005, 11:31:43 »
1. Simply have the loon doTarget the apc then doFire apc.

2. Take a look at Crashburn's createUnit tutorial: http://www.ofpec.com/editors/browse.php?category=1_2

smiller

  • Guest
Re:Scripting movement, gunfire and respawn issues.
« Reply #2 on: 29 Jul 2005, 11:55:37 »
Dane, my consistent savior! I'll give it a crack ASAP.

Thanks
Sam

smiller

  • Guest
Re:Scripting movement, gunfire and respawn issues.
« Reply #3 on: 29 Jul 2005, 12:36:30 »
 :o

This thing is enormous! Me not understanding the majority of commands isn't good and the fact that the ComRef that OFPEC hosts won't run the menu on firefox or IE doesn't help matters.

The information provided is somewhat helpful though this will take me some time to get under the thumb (if ever). If you've got any helpful hints to pass on, please do!

Sam

smiller

  • Guest
Re:Scripting movement, gunfire and respawn issues.
« Reply #4 on: 29 Jul 2005, 12:59:02 »
Nup. This still makes no sense to me whatsoever. All these different words and commands, it makes no sense to me. I wish it did!

All I can do is create the trigger and answer some of the very basic questions lol.

Any help out there?

Dane

  • Guest
Re:Scripting movement, gunfire and respawn issues.
« Reply #5 on: 29 Jul 2005, 18:51:13 »
Here's the code to create a single loon taken from Crashburn's tut:

"OfficerE" createunit [getpos g3, east1, "e1 = this", 1, "LIEUTENANT"]

g3 is the position, can be a gamelogic or another object or a marker.

east1 is the group the unit is spawned into, to make the group: place a loon on the map and write in his init field: east1=group this; deleteVehicle this

e1 is the name the loon gets and 1 is the skill level, can be between 0 and 1

edit. there is a downloadable comref in the editor's depot.

edit2. yep here it is Hammy's Executable Command http://www.ofpec.com/editors/browse.php?browsewhat=3&category=3_1
« Last Edit: 29 Jul 2005, 19:04:47 by Dane »

smiller

  • Guest
Re:Scripting movement, gunfire and respawn issues.
« Reply #6 on: 29 Jul 2005, 18:59:38 »
That's where I got it from Dane.

Sam