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Author Topic: Vehicles, custom drivers/gunners  (Read 655 times)

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SteveIII

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Vehicles, custom drivers/gunners
« on: 19 Jun 2004, 14:32:10 »
How can I insert a vehicle, but choose a non standard unit to be in the driver and gunner seat? Sorry if it's a simlpe question, I just hate tutorials! ;)

Offline MachoMan

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  • KISS, Keep it Simple Stupid
Re:Vehicles, custom drivers/gunners
« Reply #1 on: 19 Jun 2004, 14:40:46 »
Create an empty vehicle "x",

Create unit "a",
Create unit "b",

Code: [Select]
a moveInDriver x
b moveInGunner x
Get those missions out there you morons!

Dubieman

  • Guest
Re:Vehicles, custom drivers/gunners
« Reply #2 on: 19 Jun 2004, 16:50:26 »
There is also these commands you can use.


a moveincommander x

a moveincargo x

For choppers, the pilot is considered the driver so use moveindriver for pilots, a gunner is just moveingunner.
« Last Edit: 19 Jun 2004, 16:52:18 by GuiltyRoachKilla »

DBR_ONIX

  • Guest
Re:Vehicles, custom drivers/gunners
« Reply #3 on: 20 Jun 2004, 11:57:57 »
Yeah, either place an empty vehicle, or a full one, name it something (I used carname) and put in it's init field :
Code: [Select]
deletevehicle driver this
And if it has a gunner :
Code: [Select]
deletevehicle gunner this

To put new people in it, place them in the editor, in the drivers init field :
Code: [Select]
this moveindriver carname
And if it has a gunner :
Code: [Select]
this moveingunner carname

And that should be it

BTW, the init field only shows up in advanced mode (Which I reccomend you use all the time anyway ;))

Sorry if you know half this stuff, but you didn't say how much you knew about ofp :)

Gd luck
- Ben