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Author Topic: Allunits "Combat"  (Read 836 times)

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Offline The-Architect

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Allunits "Combat"
« on: 02 Sep 2005, 21:33:04 »
Is there a way that I can make all units within a trigger area go to combat?

Something like this,
All units setcombatmode "combat"

or maybe,

"_x setcombatmode Combat" forEach units in trigger X's area

« Last Edit: 02 Sep 2005, 21:36:44 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline bedges

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Re:Allunits "Combat"
« Reply #1 on: 02 Sep 2005, 21:52:30 »
almost there. trigger, activated by side present, large enough to cover anyone you need to set to combat, dependant on whatever your condition is, on activation -

Code: [Select]
{_x setcombatmode "yellow"} foreach units _this
i believe that's the correct syntax. ;)

bored_onion

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Re:Allunits "Combat"
« Reply #2 on: 02 Sep 2005, 21:54:12 »
im probably wrong (or even equally correct) but maybe

Code: [Select]
foreach units in thislist
or something???

Offline THobson

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Re:Allunits "Combat"
« Reply #3 on: 02 Sep 2005, 21:54:20 »
Code: [Select]
{_x setcombatmode "yellow"} foreach units thislist
EDIT:
Bored_onion - I thought you beat me by 8 seconds.  If you had not used in then you would have ;)

EDIT2:

Should it not be:

Code: [Select]
{_x setBehaviour "COMBAT"} foreach units thislist
?

I thought CombatMode "Yellow" was 'open fire'
« Last Edit: 02 Sep 2005, 21:59:20 by THobson »

bored_onion

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Re:Allunits "Combat"
« Reply #4 on: 02 Sep 2005, 21:57:48 »
ah shucks!!! ;D
« Last Edit: 02 Sep 2005, 22:00:20 by bored_onion »

Offline The-Architect

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Re:Allunits "Combat"
« Reply #5 on: 02 Sep 2005, 22:01:08 »
I'm getting an error message.

Type array, expected, object, group

If it helps, the units I want to go combat are all enemy AI
« Last Edit: 02 Sep 2005, 22:02:43 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline THobson

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Re:Allunits "Combat"
« Reply #6 on: 02 Sep 2005, 22:03:03 »
Damn I was in too much of a hurry.  Get rid of the word units as in:

Code: [Select]
{_x setBehaviour "COMBAT"} foreach thislist
 :-[

Offline bedges

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Re:Allunits "Combat"
« Reply #7 on: 02 Sep 2005, 22:05:32 »
combatmode, behaviour, potato, patatto...

it's all good ;)

Offline The-Architect

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Re:Allunits "Combat"
« Reply #8 on: 02 Sep 2005, 22:06:01 »
Ok, the error message disappeared but every one of the bad guys just stayed in "Safe" mode.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline THobson

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Re:Allunits "Combat"
« Reply #9 on: 02 Sep 2005, 22:12:56 »
Try:

{_x setDammage 1} foreach thislist  

just to check you are picking up the right loons.

Do the loons have leaders outside the trigger area?

{(leader group _x) setBehaviour "COMBAT"} foreach thislist  

might then need to be the answer.

Quote
combatmode, behaviour, potato, patatto...
:) :)

I have to go now.  I hope the above helps

« Last Edit: 02 Sep 2005, 22:14:23 by THobson »