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Author Topic: PROBLEMS WITH TEAMS  (Read 1606 times)

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Offline sharkattack

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PROBLEMS WITH TEAMS
« on: 21 Jul 2007, 18:50:41 »
hi
having  trouble with mission ...
how can i  make it so that if a teamleader (playable) is not selected  at start of mission 
then  his teammates (non playable) do not appear at start of mission ?
any  help greatly appreciated  ???
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Offline MrN

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Re: PROBLEMS WITH TEAMS
« Reply #1 on: 21 Jul 2007, 19:32:03 »
A simple way would be a trigger

Condition:
Code: [Select]
(leader groupname) != player
On Activation
Code: [Select]
{deletevehicle _x} foreach units groupname


In the 60's, people took acid to make the world weird. Now the world is weird and people take Prozac to make it normal.

Offline sharkattack

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Re: PROBLEMS WITH TEAMS
« Reply #2 on: 21 Jul 2007, 21:12:00 »
edit
====
dosnt  seem to work
 ???

edit  works  if  ai  is left  on   but if  player  turns  of  group leader   other  team mates   apear
« Last Edit: 21 Jul 2007, 21:27:48 by shark attack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline MrN

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Re: PROBLEMS WITH TEAMS
« Reply #3 on: 22 Jul 2007, 00:14:38 »
Hmmm.

Silly question but have you got the
Code: [Select]
groupname = group this in the leaders init only?

It will need to be in one of the AI's init as well.

In the 60's, people took acid to make the world weird. Now the world is weird and people take Prozac to make it normal.

Offline myke13021

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  • Myke
Re: PROBLEMS WITH TEAMS
« Reply #4 on: 22 Jul 2007, 05:05:02 »
This can be done very easy and without scripting or triggers.

First, name the playable unit, i.e. "MyLeader".

Then in the AI which are grouped with this unit, in the line "Condition of presence" (near bottom of dialog) just write:
Code: [Select]
(alive MyLeader)

This way, the AI will only be present if Teamleader is. I don't know if or how this works @ JIP

Offline sharkattack

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Re: PROBLEMS WITH TEAMS
« Reply #5 on: 26 Jul 2007, 19:45:17 »
solved  thanks   myke13021   :good:
"HOLY SARDINE" - see Shark-Attack meet his match