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Author Topic: SWAT team reaction force  (Read 1487 times)

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Bayman

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SWAT team reaction force
« on: 23 Jun 2006, 05:23:26 »
Hi,
I have scripted really basic things like camera movement and stuff for a few years now, but i have never really bothered to learn how to script properly. I now however need help and OFPEC recources are gone :(.

I will teach myself but i need some help first. I am trying to create a script which detects if a police officer has been killed, which then also sends a tactics and rescue squad a bit like swat to the area which the incident has occured.

I would appreciate it if anybody could help me.

The level at the moment is targetted at multiplayer, in which the player takes the role of either a bounty hunter of which there are around 12 and can respawn, and a drug baron that can have 2 bodyguards to protect him which can also respawn, the baron however cannot respawn and the game is over when he is killed. The bounty hunter can get points for killing other bounty hunters but must be carefull of civilians and the authorities the person with the most points wins exc the baron+bodyguards. The baron wins if he kills all important civil individuals. Firearms are not allowed in public, but you can put them in your vehicle to hide them. Weapons are available for purchase from weapons dealers. The baron gets penalised too if he has firearms. If a policeman detects a firearm he will shoot at you. Adding to that i need to think of a way so that the baron is the only one who can make the kills, or have a limit to how far the bodyguards can move from him so that he can't hide away.

I am trying to develop some kind of gameplay which could resemble assassinations, without being entirely boring and leaving many possibilites for bounty hunters going for the kill, e.g car sabotage, sniper and others.

It sounds ambitious i know, but i dont plan to get it finished soon, and if it takes so long i will move over to armed assault


Offline myke13021

  • Contributing Member
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  • Myke
Re: SWAT team reaction force
« Reply #1 on: 26 Jun 2006, 19:57:32 »
well, i don't have actually the time to make you a whole script, but i can give you a few hints which way it could be done.

First, in every police unit init line it would make sense to add an eventhandler
which will call a script once a police unit is killed.

In the script which will be launched you could either createunit createUnit near a position where the policeman got killed.

Or you call an already existing group, make them board a vehicle (Chopper or Truck) and make them move to the last known position of the killer.

some scripting commands that might be useful here:

knowsAbout
reveal

hope this helps. when i got a little time i'll try to write something for you.

Bayman

  • Guest
Re:
« Reply #2 on: 28 Jun 2006, 04:11:22 »
Hey thanks, ive had a little look and it seems to work pretty well, i will keep researching!