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Offline 456820

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running away
« on: 24 May 2005, 16:36:37 »
okay i have a mission where you take over a town but after it you lose too many men and your leader thinks that you should all 'Take cover' as he says ive tried the allow fleeing command to 0 in 3 different ways now wait 4 different ways and he still hides like a little girl the oly other option is to be the leader of the squad but i prefer being led so im not sure what to do, so this is where i need all your help is there a way of refrshing the leader's waypoint every so often so he relises to move but with out him actually saying out loud all move to ####.
Or even better a script wich will check if the leader is hiding and if so make him carry on with the mission

Offline THobson

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Re:running away
« Reply #1 on: 24 May 2005, 16:52:22 »
He might be hiding like a little boy as well.

doMove and move are commands that will make him move without him giving an instruction to others to mmove.  To do that you would need to use commandMove

Also try giving him and some of his squad a higher rank
« Last Edit: 24 May 2005, 16:53:16 by THobson »

Offline 456820

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Re:running away
« Reply #2 on: 24 May 2005, 16:57:48 »
cheers ill try the move and higher rank ideas now thanks

EDIT - Also yes he is hiding like a little boy and how do i use the domove command would it be better for the whole squad or will they ust follow along also i dont know what waypoint hes at so i dont want him moving to his second waypoint when hes up to his 4 or something
« Last Edit: 24 May 2005, 16:59:21 by 456820 »

Offline sharkyjoe

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Re:running away
« Reply #3 on: 24 May 2005, 18:03:41 »
This might be a good time to use what i call x,y,z point to point Script.
Look at post from a while ago  http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=23225 ( then click onto Bedges THIS ).  I have 10 different Civies walking around town with these scripts called. It does a good job of moving them around even when firing is going on and then stops they get up and move to next spot(that is something for a Civilian).
So this with a trigger and a Countside should force the leader to move out.
« Last Edit: 24 May 2005, 18:07:47 by sharkyjoe »
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance

Offline 456820

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Re:running away
« Reply #4 on: 24 May 2005, 18:09:59 »
hey that sounds very usefull so is it like a set of waypoints with move commands instead.
Cheers for the link im going to have agood red of it

Offline 456820

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Re:running away
« Reply #5 on: 24 May 2005, 18:27:57 »
just another thing how can i tell the script that the person is at the position and also if the leader is the player to get rid of the domove commands

Offline sharkyjoe

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Re:running away
« Reply #6 on: 25 May 2005, 03:49:03 »
ok here is the script I used.
;units to move in the direction with-out a bunch of way points
_unit = _this select 0
   
#start
_unit move [10764.661133,3139.253906,0]
~90
_unit move [10785.845703,3078.884766,0]
~90
_unit move [10718.146484,3129.544922,0]
~90
GOTO "start"
instead of GOTO Start just put  end #exit.

The domove is running - move they somewhat walk. The Exit-ing of the script you shouldn't have to worry about domove commands.

Quote
"just another thing how can i tell the script that the person is at the position"
So I would use a trigger over that position checking for the name of leader, remember you know excatly where the x,yz, position is, just put the Trigger there.

Try just using the Actual Name of the leader not the group name. However if the Actual player is like sixth(F6) in line for command??
Maybe a group trigger to the leader?? or Another Group count less than six in conditon feild of trigger.
« Last Edit: 25 May 2005, 04:47:05 by sharkyjoe »
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance