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Author Topic: Reinforcements  (Read 608 times)

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General Goober

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Reinforcements
« on: 08 Mar 2003, 08:15:30 »
A guy called Kdiggity8 asked this question some time back:

My question is this: I want to make a mission where you're a resistance RPG soldier hiding in a forest near a heavily travelled road. When you shoot a BMP that comes by, I want that to activate troops and vehicles from two nearby towns to start scouring the forest and the territory around it, but I'm stumped.

Allie gave him this reply:

U have to make trigger wich detect u destroyed the BMP:
Activated"NONE"
type"NONE"
condition"getdammage bmp>=1
onactivation""1"objstatus"DONE";obj1c=1

ok now the enemy reenforcements:
just place them somewhere you want to let them come from,give them a move waypoint at the base where they are now,next give them waypoint SEEK and DESTROY at the place where u want them to look after u destroyed bmp

In the condition field of the waypoint MOVE in the base,you write"obj1c==1"

if all good if u destroy the bmp the reenforcements will come to the location of the seek and destroy waypoint and they start seeking to destroy.

Can somone email me a sqm file as an example of how this is done, please

Offline macguba

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Re:Reinforcements
« Reply #1 on: 08 Mar 2003, 10:05:16 »
What's the problem?     That's a perfectly good description of how to achieve what you want.
Plenty of reviewed ArmA missions for you to play

General Goober

  • Guest
Re:Reinforcements
« Reply #2 on: 09 Mar 2003, 04:29:11 »
Well for one reason typing in exactly what I am told to put in the condition and init always comes up with an error. I have since found another solution I got using a trigger from an OFP campaign.