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Author Topic: Creating Reinforcements!  (Read 756 times)

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ShadowD BOB

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Creating Reinforcements!
« on: 04 Oct 2005, 13:03:29 »
Hi, just a quick question i think this is possible but ive not dont anything in so long i cant remember.  Basically i want some reinforcements to come our of barracks when an alarm goes off, is there anyway to create a group on the map only when a trigger goes off.  So i sneak in get compromised n suddenly have a few troops running out of the barracks at me.

Any help on this matter would be appreciated.

Also something different while i make this post, how can i hide a radio option until a trigger has been set off, or better yet is there a way to tie a radio trigger into an actual radio i.e UKF Clansman, so only the radio op or someone with the radio can use the radio trigger.

 ;D Cheers

Offline Tyger

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Re:Creating Reinforcements!
« Reply #1 on: 04 Oct 2005, 13:07:03 »
See the comref here: createUnit Command
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Offline macguba

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Re:Creating Reinforcements!
« Reply #2 on: 04 Oct 2005, 14:13:04 »
In your init.sqs

1 setRadioMsg #null"


Trigger

Condition:  as you like
On activation:  1 setRadioMsg "whatever you want"

Syntax not guaranteed.

Checking that somebody has the radio is more trickier.    Something like

"_x hasWeapon {radioname}" count (units group player) > 0.5

might work.
Plenty of reviewed ArmA missions for you to play

Offline ACF

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Re:Creating Reinforcements!
« Reply #3 on: 04 Oct 2005, 15:49:55 »
A script-free alternative to creating units that will allow you to get them to do something semi-intelligent when they come out of their billet:

1) Place an invisible H or a small object a metre or so in front of the barrack room door; name it, say, warpdestination

2) Create your group over the other side of the island.

3) Place a first waypoint nearby: full speed, column; condition: true && myalarmsgoneoffvariable

4) Place subsequent WPs in, around or from the base - however you want them to react.

5) Place a repeating trigger en route 50-100m after the first WP, big enough so that the troops won't miss it, Activated by them, OnActivation: {_x SetPos GetPos warpdestination} ForEach thisList

In theory (IIRC) the group will be held at its first WP. When myalarmsgoneoffvariable goes true, the group will run, in column, into the trigger and be teleported one-by-one to the door.  There they will look suitably panicked for a few seconds then head towards the next WP.

Of course, other groups can use the same trigger, either start them further away, use a different holding variable or a delay on the trigger.