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Author Topic: Helo trouble and ending a mission  (Read 742 times)

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ghost1

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Helo trouble and ending a mission
« on: 25 Mar 2003, 08:18:24 »
Hi

I am quite new in editing but have played a lot around with the editor. Now I am trying to make a little more serious effort to make a cool mission. This is the set up: Russians in Saint Pierre (south on Everon). Player is in a group in airport on north Everon. Now I want to let three squads board a UH-60 and they will then fly on to the vicinity of Saint Pierre where they are going to kick some Russians. Now the problems: The area around Saint Pierre is mountains and this obviously make some trouble for my helo (have only created one lift to start) because when it is going to land to unload the group it takes a lot of time to get down. I have a suspicion that it has something to do with that the LZ is not as flat as it should be. Am I correct? I can live with that, but then there is an other problem with the helo: When he is unloaded and should take off again it does not. Some how it looks like it is trying to fly straight forward with the result that it is bouncing on the ground and after some time it crashes. How do I fix this? Is it possible to make the chopper go straight up with a trigger that senses on when the group is unloaded?
My next problem is about ending a mission: I have created some tanks, bmp's and infantry. To the vehicles I have created triggers that senses not (alive t72); t72dead=true and so on. Then I have an end trigger that is activated when t72dead;bmp1dead and so on. Is it possible to make a smart trigger that senses on when the group is dead so I don't have to make triggers for every man in a group: not(alive man1); man1dead=true. I have tried to name the group with grp1=group this and then set up a trigger that senses not(alive grp1); grp1dead=true but when I test the mission I get a error message that an object is expected. How do I make this so I not have to sense on every man in a group?

Thank you for your help
Tommy

Knut Erik

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Re:Helo trouble and ending a mission
« Reply #1 on: 25 Mar 2003, 09:43:49 »
It is something like this

East countunits grp1 == 0
This should go in the condision field of a trigger.

About the chopper:
Choppers are a pain in ofp. You should read the toturials.
http://www.ofpec.com/editors/browse.php?browseon=&browsewhat=2&catselected=2_4&category=2_4&subcategory=2_4&numreturn=All&displayformat=0&ofpv=1

I think you can solve your problem by placing an empty H where you want the chopper to land.

ghost1

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Re:Helo trouble and ending a mission
« Reply #2 on: 25 Mar 2003, 10:03:11 »
Hello Knut Erik

Thank you very much for your ansver. I will try it out with the group when i get home. I will also have a deep look at the hole toturial :-)

Tommy

Offline macguba

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Re:Helo trouble and ending a mission
« Reply #3 on: 25 Mar 2003, 10:16:59 »
It helps if the ground for a chopper is reasonably flat.     Search the forum as well, there have been a lot of threads on this.    There are also chopper landing scripts to help ..... check out a recent thing by snYpir, (might still be in latest 10 submissions to the ed depot) which has a whole bunch of helpful scripts, can't remember what its called.

As for the ending, there are several routes to follow.    Syntax not guaranteed, check it in the command ref.   These lines would go in the condition field of a trigger

count units group1 == 0

or

(not canMove myT72) and (not canFire myT72) and (not canMove myBMP) and (not canFire myBMP)

Don't use (not alive) for vehicles, it means that the vehicle can look dead but isn't ... which is confusing for the player.    Remember those missions when you had to go around pumping more shells into every vehicle to make the mission end?    If its on its back with the barrel bent then it can't move and it can't fire, and that's good enough.

If you want to do something to every unit in a group the best way is this

"_x moveincargo Ural1" forEach units group2

but that's not what you want here.    Use the count thing if its an infantry squad and the not canmove thing if its vehicles.
Plenty of reviewed ArmA missions for you to play

ghost1

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Re:Helo trouble and ending a mission
« Reply #4 on: 25 Mar 2003, 21:33:36 »
Hi all

First of all thank you for your great help. It really gave me a lot. The problem with the chopper not taking right off, I solved by using a invisible H. Also I cut back the number of triggers by using the count routine. Now I can move on with my mission.

Tommy

ghost1

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Re:Helo trouble and ending a mission
« Reply #5 on: 27 Mar 2003, 11:39:05 »
Sorry guys, but i have to reopen this case. I did a lot of testing Yesterday and did not get my END#1 to be activated. I have used the count for groups and not canMove and canFire for vehicles. I bashed up everything but END#1 is not activated. So i tried to set up a scenario in the dessert with me in a M1A1 and one enemy group and one BMP. Then i had a trigger(switch) with exCond: count units group1 == 0 and exActv: grp1dead=true.

A trigger(switch) with exCond: (not canMove myBMP) and (not canFire myBMP) exActv: bmp1dead.

Trigger 3(END#1) with exCond= bmp1dead and grp1dead. I have tried to use bmp1dead;grp1dead but that did not work.

So when everything was ready, then I testet it and killed the group end the BMP but nothing happened. The mission did not end.

Is there someone who has an idea why my end is not working?

Thank You in advance
Tommy

Offline macguba

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Re:Helo trouble and ending a mission
« Reply #6 on: 27 Mar 2003, 12:18:29 »
Try this for your desert scenario.   Your triggers don't need to be type switch, just leave it as none.

trigger1
condition:    count units grp1 == 0
on activation:    grp1dead=true; hint "grp1 is dead"

trigger2
condition:     (not (canMove bmp1)) and (not (canFire bmp1))
on activation:    bmp1dead=true; hint "bmp is dead"

trigger3
type:   End#1
condition:    grp1dead and bmp1dead

The hints will help you work out where it goes wrong (if it goes wrong.)   check the spelling carefully, if one letter is wrong it will not work.   Make sure you have named the BMP bmp1 and that you have written

grp1 = group this

in the init field of the group leader.

A semicolon like this ;  is used to separate different commands in a trigger or script.    It is definitely "and" in this case.

Look up the count command in the command reference and check that we have the syntax correct.
Plenty of reviewed ArmA missions for you to play

ghost1

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Re:Helo trouble and ending a mission
« Reply #7 on: 27 Mar 2003, 12:38:52 »
Hi MacGuba

By reading your post, I think I have located the mistake I am making.

i used (not canMove bmp1) and (not canFire bmp1). In your posting I can see that I should use: (not (canMove bmp1)) and (not (canFire bmp1)).

I will test that when I get home :-)

Thank you.

ghost1

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Re:Helo trouble and ending a mission
« Reply #8 on: 28 Mar 2003, 14:18:21 »
Sp i'm done testing and found out this:

When placing a group with F2, something goes wrong. In a group in the editor the is 1 grenadier, 1 rpg, 3 soldier, 2 michine gunner, 1 officer, counting 8 units. When doing a preview the is 1 grenadier, 1 rpg, 4 soldier, 2 machine gunner and 1 officer, counting 9 units. And in debriefing the extra soldier is mentioned.

How come????

I also found out that something with naming the group or the trigger with the counter does not work. I have looked in the Official Command reference but could not find anything.

I name the group with this grp1=group this

Can anyone tell me what goes wrong?

Offline macguba

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Re:Helo trouble and ending a mission
« Reply #9 on: 28 Mar 2003, 14:25:52 »
lol ah, yes, the ghost soldier.      When you place a group with F2 sometimes there is an extra soldier underneath one of the others.    Try placing a  group and then moving the loons one by one ..... you will discover the extra one.

I never use these groups anyway .... some of the loons are very low skill, which I don't like.

grp1 = group this

in the init line of the group leader does name the group.     So it it is not working, something else is going wrong.

Can you make the trigger work with

count units grp1 == 8

Sometimes I find it it helps to do <= 8

byw, to make bold or italic you do it[&b]this way round.[&/b]    Obviously remove the &
Plenty of reviewed ArmA missions for you to play

ghost1

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Re:Helo trouble and ending a mission
« Reply #10 on: 28 Mar 2003, 14:40:08 »
Hi Macguba

Oh... that the reason for the extra soldier. Good to know.

Well i gor it to work now but found out that the count trigger is activated 20-30 seconds after the last unit is dead.


To make italic and bold letters I use the buttens above this box......

By the way: Do you know why units and vehicles and stuff is not shown on the map in the editor until a normal mission is played. Normaly to activate it, I start out with "Steel the car"

Thank You

Tommy

Offline macguba

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Re:Helo trouble and ending a mission
« Reply #11 on: 28 Mar 2003, 15:22:07 »
 ??? not shown inthe editor?   What do you mean?   When I open the editor I just select the island and mission I want from the drop down menus and everything is there.
Plenty of reviewed ArmA missions for you to play

ghost1

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Re:Helo trouble and ending a mission
« Reply #12 on: 28 Mar 2003, 16:34:31 »
Yep...... But when i do a preview and press "m" to display map, then i can't see the small green or red cirkels with a line in. I can only see them when I have played a normal mission.

Offline Chris Death

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Re:Helo trouble and ending a mission
« Reply #13 on: 28 Mar 2003, 17:30:17 »
Quote
Yep...... But when i do a preview and press "m" to display map, then i can't see the small green or red cirkels with a line in. I can only see them when I have played a normal mission.

Don't worry about that, we all have to live with it.

It's because OFP editor is set by default to VETERAN mode.
After playing a single mish in CADET mode, the editor will
be changed to CADET aswell.

Just for info, you even don't need to start "steal the car",
it's ok, if you just touch the first briefing screen  ;)

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

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