OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Captain Crunch on 02 Jun 2003, 20:22:36

Title: ALARM!!!
Post by: Captain Crunch on 02 Jun 2003, 20:22:36
Hi there!

   I have an enemy squad patroling an area. They have several "Move" waypoints forming an ugly circle and the last one is a "Cycle" waypoint placed over the first "Move" waypoint. So they patrol in circle and thats fine!

  I have also many single units around and what I would like to acheive here is that if one or more of the single units see me, that the big squad comes kick my ass like my ol' idian grand mother used to! Right now the squad keeps following its waypoint

  Many thanx in advance!

     c r u n c h
Title: Re:ALARM!!!
Post by: LCD on 02 Jun 2003, 20:25:27
use switch trigers ;)

search lil around da forums me nd maca answered 3 of dis Qs last week :P ;)

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 02 Jun 2003, 21:15:04
Ok I found it!

   But when I synch the cycle waypoint with the trigger, will the squad only go to the seek & destroy waypoint once the trigger's conditions are fullfilled?

   And what about the seek & destroy waypoint, do I put it over the player? What if there are more than one unit seen?
Title: Re:ALARM!!!
Post by: LCD on 02 Jun 2003, 21:18:44
if u ask me use guard WP after da cycle ;) den da AI decides were da unit is needed  ;)  :o

Quote
But when I synch the cycle waypoint with the trigger, will the squad only go to the seek & destroy waypoint once the trigger's conditions are fullfilled?

positive

Quote
And what about the seek & destroy waypoint, do I put it over the player? What if there are more than one unit seen?

wereever u want it ;) nd 4 dalast bit check da 1st thing i wrote ;)

LCD OUT
Title: Re:ALARM!!!
Post by: macguba on 02 Jun 2003, 21:20:10
Put the S&K at the centre of the area you want that group to search.   You might actually be better off with a guard WP.

The squad will keep cycling till the switch trigger is fired, yes.

I explained the whole thing in detail within the last week or two, so just search back through my posts and you'll find it. ;)
Title: Re:ALARM!!!
Post by: LCD on 02 Jun 2003, 21:22:36
guess whos faster dan macca ? ::) :P

im startin 2 close da distance ;)

LCD OUT
Title: Re:ALARM!!!
Post by: Messiah on 02 Jun 2003, 21:24:59
why not use Toady's group script? makes AI call reinforcements  :D
Title: Re:ALARM!!!
Post by: LCD on 02 Jun 2003, 21:28:10
he said he want da group 2 react not call reinforcments ;)

but Toady's group script (http://www.ofpec.com/editors/resource_view.php?id=321) is alwayz option ;) wen used right ;D (nd dont unbalance da mision ;D)

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 02 Jun 2003, 21:30:45
CHRIST!!!!


   Really sorry guys! :-[

I just discovered how to check ONE individual's quotes and not the entire forum's history! :-\ Sorry for the trouble but still many thanx for the time and help! (And patience for a lumberjack trying to mutate as a PC freak!) :afro:

c    r  u       nc     h
Title: Re:ALARM!!!
Post by: dmakatra on 02 Jun 2003, 21:46:35
And u can always take a look at my switch trigger tute in the editors(pending if nothin happend yet) if u wanna learn more. ;)
Title: Re:ALARM!!!
Post by: Captain Crunch on 05 Jun 2003, 02:03:04
Let me annoy You guys some more about this subject!

   I read the The Real Armstrong's tute about the switch triggers and tried seveal mission, unpboed some campaigns and spmission to learn more about it and I get it now.

  The problem is, in the mission I'm making, the enemy is sieging the airport on Malden. It's a big aera and my mission is Black Op type. Four Black Op against about 40 enemy units + a chopper on a big area.

  The switch trigger synched with the cycle waypoints thing works fine but the problem is the patrols go seek only around the s&k waypoint's position. I know I could take I guess and put it where I think the player would attack but what if not???

  I could increase the size of the s&k or guard waypoint radius but then when one of the four player is spotted by an enemy in the west part, the patrols go to the north east part and have intercourses there. Now that hurts realism! ::)

  Is there any way that the troops around would be notified of the spotted intruder's position and go straight there even if they don't feel like it???

  And I mean the position which the spotted intruder was seen at and not where the intruder IS at all time. Because if I'm lucky, I will kill the guy who spotted me and stealthly move in a bush or something!

   Does ANYONE know about a way to achieve this??

   Please help!
Title: Re:ALARM!!!
Post by: LCD on 05 Jun 2003, 02:33:55
use setwppos commend

Quote
wapoint setWPPos position

Operand types:
wapoint: Array
position: Array
Type of returned value:
Nothing
Description:
Set waypoint position. Waypoint is in format Waypoint. Position is in format Position2D.

Example:
[groupOne, 1] setWPPos getMarkerPos "MarkerOne"

LCD OUT
Title: Re:ALARM!!!
Post by: Tomb on 05 Jun 2003, 11:40:11
thats commAND, bimbo!  ::) ;D


 :D A similar suggestion, m8 :

try & name your WP "W1" (in the NAME field of the WP window).

Then use the syntax:

W1 setWPPos getPos Player

============

hence this:
Quote
And I mean the position which the spotted intruder was seen at and not where the intruder IS at all time. Because if I'm lucky, I will kill the guy who spotted me and stealthly move in a bush or something!

The syntax SHOULD make the guards move to the player's position (the spot where they saw him).

You could use "knowsabout" as condition  :)

Title: Re:ALARM!!!
Post by: macguba on 05 Jun 2003, 13:48:28
Crunchie, this is a fundamentally a common problem and solving it is a two stage process.

Stage one, which is now almost complete, is discovering the tool kit and learning how to use it.     Switch triggers, setWPPos, knowsaboue, move command, cycle, guard and S&D waypoints, that sort of thing - they are the toolkit.   You pretty much have that now.

The second stage is combining those ideas in the right way for your mission.     This is really a case of using your imagination so set things up and then lots and lots and lots of playtesting.     There is no other way to make a good effect.    
Title: Re:ALARM!!!
Post by: LCD on 05 Jun 2003, 14:46:57
comm and wat ? ::)

da WP got name field ? ::) u meen da part were u put text in ? (so da player c wat his objective ?) dats not name field  ;D - oir mebe im missin somin - long time since i used WPS  ;)

*spanks tomb

 :P

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 05 Jun 2003, 18:33:03
Thanx guys for Your help and patience, I really appreciate! :D

  It's gonna be a good fun mission... well at least if I successfully manage to finish it! Damn! There's weeks of work in this unfinished mission!! :-X

  I can't wait to post it for people to try! :-*
Title: Re:ALARM!!!
Post by: Captain Crunch on 06 Jun 2003, 15:01:44
Hi!

  Tomb, you wrote yesterday;

Quote
try & name your WP "W1" (in the NAME field of the WP window).


 ???

I don't have a name field in any waypoint windows! Is it possible that this is cos I only have v. 1.46 or are You mistaking!

  Is there a way around this, like creating a waypoint in a script and name it from there??
Title: Re:ALARM!!!
Post by: macguba on 06 Jun 2003, 15:47:34
Look up the command setWPPos in the online command ref - it tells you how to refer to the waypoint.    
Title: Re:ALARM!!!
Post by: Tomb on 06 Jun 2003, 16:45:42
 ::) ;D don't ask what happened up there!
Title: Re:ALARM!!!
Post by: Captain Crunch on 06 Jun 2003, 18:00:02

MacGuba, You wrote:
Quote
Look up the command setWPPos in the online command ref - it tells you how to refer to the waypoint.  

I've just checked in the Online Command Refs for the SetWPPos and it's just the same as in the Official Ref! I doesn't tell how to name a waypoint.

Is it possible at all?

  c     r      u   n     c  h  

Title: Re:ALARM!!!
Post by: macguba on 06 Jun 2003, 20:02:03
You can't name it, it's true ... but a name is just a label you use to refer to something.      Waypoints don't appear to have names, they have a different kind of label.

You want

W1 setWPPos getPos Player

but you can't have that.  Instead you have

[grp1,2] setWPPos getPos Player

where [grp1,2] is the "name" or label of the waypoint in question.     It is as you can see an array, the first element being the name of the group to which the waypoint belongs, the second being the waypoint index.

You can discover more about this type of array in the Command ref topic "arrays" - there is a link at the top of any online command ref page, and snYpir has added a helpful comment.

Read the setWPPos bit again too, remembering that you're not looking to understand waypoint names, but waypoint labels.    

Hope that helps.   ;)
Title: Re:ALARM!!!
Post by: Captain Crunch on 06 Jun 2003, 21:46:44
Yes MacGuba!

   You are very helpful! ;) :cheers:


Many thanx!
Title: Re:ALARM!!!
Post by: Captain Crunch on 07 Jun 2003, 14:32:22
Hey it seems to work good!

   Many thanx to everyone who helped me!  :D

Now I was just wondering, how complicated would it be to setwppos on the exact unit who triggered the sensor?

It's saturday and I wish everyone to relax and enjoy the day like me! So no big efforts if it's too hard!  ;D

I'm in Berlin right now and the day is nice and hot. I'm on the balconey taking some sun with the PC!   :afro:  ::)
Title: Re:ALARM!!!
Post by: LCD on 07 Jun 2003, 16:13:19
WPLabel setwppos (list triger select 0)

i think it shud work

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 08 Jun 2003, 20:11:47
This is royally frustrating!!! This SetWPPos command is useless! It doesn't work! >:(

So here is how I did it:

---Placed an enemy troop with four waypoints.
           
            -First waypoint: MOVE
                    Behaviour: SAFE

            -Second waypoint: MOVE
               
            -Third waypoint: CYCLE
                   Synchronized with Alarm trigger

            -Fourth waypoint: SEKK & DESTROY
                   Description:              [EGroup, 3] SetWPPos GetPos Crunch
                   Combat Mode:         Open Fire, Engage At Will
                   Speed:                     Full
                   Behaviour:               Combat
                   Placement Radius:   0
                   Condition:                True


Still, the troop will only go to where the SEEK & DESTROY waypoint was placed in the editor. Thats an aweful thing!

First a SEEK & DESTROY waypoint alone should do the trick since "SEEK" means to search for something/body and not to stand there waiting for OFP 2 to be released!

Second, even if the SetWPPos is used, the troop has its union break!!!

Is it possible that the "SetWPPos" command doesn't work with v. 1.46??
Or is the command actually not working?

Has anyone experienced the same enraging problem as me?

Please help. In the end, all I want is the entire damn enemy to come for the player if he is detected by ANY single enemy! Now that should be one of the first thing to be done in the game or?


           
                   
Title: Re:ALARM!!!
Post by: macguba on 08 Jun 2003, 20:20:37
The setWPPos command should be in the On Activation field of the trigger.
Title: Re:ALARM!!!
Post by: Captain Crunch on 08 Jun 2003, 20:51:10
... :-[




                                                                            ... :-[




 
                                         ... :-[


 :-[ :-[ :-[ :-[

                                     


                                                         ................ :-[


                   ... :-[





                                                         ::)


sorry


                                                                                   :-\
Title: Re:ALARM!!!
Post by: LCD on 08 Jun 2003, 21:25:02
nd put da cycle after da seek n destroy ;)

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 08 Jun 2003, 21:38:30
A cycle after seek & destroy?

What does it do?

  Cycles the S&D?


    -----Thanx LCD!

   ;)
Title: Re:ALARM!!!
Post by: Captain Crunch on 08 Jun 2003, 23:17:05
It's a good feeling when a mission is on a good way forward!


   LCD, You mentioned a CYCLE waypoint after a SEEK & DESTROY one, can You tell where to put it please. Close to the S&D?

And I'm wondering what is best between those two here:


In the "On Activation" field of a SEEK & DESTROY waypoint, to SetWPPos:

[Group01, 3] SetWPPos GetPos MyGroup

(Where "MyGroup" is the group the player is in. Is this possible? And if yes then where would the waypoint be positioned if MyGroup has two units?)

or:

LCD, You wrote:
Quote
WPLabel setwppos (list triger select 0)

Is the syntax right? If yes, how would I set the trigger?

(This one would set the waypoint at the position of whom triggered the sensor)

Hundred thanx to all of You!

 :thumbsup:
Title: Re:ALARM!!!
Post by: Burn on 09 Jun 2003, 02:58:26
 :-\Mmmmmkey :P........ I'm not quite sure what U'r asking here but about that
Quote
WPLabel setwppos (list triger select 0)
I think that WPLabel is the name of the waypoint n' (list triger select 0) is the person or persons that activated the trigger n' I think U know what set setwppos is by now!?! And then ofcourse U should put that in the on activation field of the trigger... Capicche? ;D
N' that cycle thingy... I think LCD meant that U should CYCLE so the troop returns to guardingduty or continues to seek U out, I THINK?!?. ::)

Ok... did that help U out in any way... BTW was I correct on any point there????  ;D :P
(http://www.gamers-forums.com/smilies/contrib/monsieurboo/overclocking.gif) I'm glad if I was of any help ;)
Title: Re:ALARM!!!
Post by: Captain Crunch on 09 Jun 2003, 12:37:48
Ok!  ::)

   You almost assured me there Bizon!  ;D (Are You actually certain about what You stated there?)  ;D


-First of all, what I want is that the enemies rushes to S&D who activated the trigger. Now thats (thank god) almost achieved! Thanx to all of You!  ;)

-Second, about the "(list triger select 0)" line, that would be EXACTLY what I need now! So if someone knows about this, please let me know!

Title: Re:ALARM!!!
Post by: LCD on 09 Jun 2003, 13:33:47
simple dected by somin triger - name it nd use da name of da triger istead of triger in daline - nd it wil work :P

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 09 Jun 2003, 13:52:33
Hi LCD!

  Wuzup! Can You precise a little more, I'm sure I don't get it right!  :-\

You mean I should name the trigger then type in the "On ACtivation" of the S&D waypoint:     [Group01, 3] SetWPPos GetPos (List TriggerName Selcet 0)?

Damn guys! Thanx a lot for all the help about this subject!  :D :D :D :D
Title: Re:ALARM!!!
Post by: LCD on 09 Jun 2003, 13:55:57
no :P - just in script somwere (or even in da triger itself) ;D ;) - dont put in on da WP u wanna move

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 09 Jun 2003, 14:13:40
But what if I have several WPs synchronized with the trigger?   ...



    ...

        ....Just a rookie thought... Could this work:

In the "On Activation" field of the S&D waypoints:

[This] Exec "WPSetPos.sqs"

And in the script:


_WP = _This Select 0


_WP SetWPPos GetPos (List TriggerName Select 0)

Hmm! I'm really not sure about that, what about the "[Group01]" part?
Title: Re:ALARM!!!
Post by: LCD on 09 Jun 2003, 14:16:42
no just put em b4 da WP - if it wil b on its activision - it wil meen da WP wil b activated as true - b4 it moves nd dat meens dat dey wont go dere nymore :P

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 09 Jun 2003, 15:23:41
I remain lost!  :-[

   Please don't let me down!  :noo:

I recapitulate:

   I have 8 different enemy troops patroling around the airport grounds.
Here's one of the troops' waypoints settings:

---1st WP: Move            /--no change
---2nd WP: Move           /--no change
---3rd WP: Cycle            /--synchronized with alarm switch trigger
---4th WP: S&D              /--"On Activation": [Group01, 4] SetWPPos GetPos Player1
---5th WP: Cycle            /--no change

Now this works but the troops only go to ONE player, there is TWO players in my mission. What if alarm trigger activated by Player2? Player1 gets it. Now thats unfair!


My first question: Am I right by typing "[Group01, 4] SetWPPos GetPos Player1" in the "On Activation" field of the S&D WP?

My second question: If I want to set the WP on who activated  the alarm trigger, how precisely can it be done?

Thanx for Your kind patience for slow understanding people like me!  ;D
Title: Re:ALARM!!!
Post by: Burn on 09 Jun 2003, 17:55:37
 :oDamn ::) :)...
---1st WP: Move            /--no change
---2nd WP: Move          /--no change
---3rd WP: Cycle            /--synchronized with alarm switch trigger<----- Name that trigger
---4th WP: S&D              /--"On Activation":(http://www.gamers-forums.com/smilies/otn/angry/nono.gif) [Group01, 4] SetWPPos GetPos Player1<-------------- Not in the friggin' wp in the trigger n' it should be: WPname SetWPPos GetPos (List TriggerName Select 0) type that in the ALARM TRIGGER on activation field!!!!
---5th WP: Cycle            /--no change

Ok???????????? ::)(http://66.227.101.70/contrib/navigator/devil.gif) ;D :P


Title: Re:ALARM!!!
Post by: LCD on 09 Jun 2003, 21:20:12
i agree w/ bizon (http://66.227.101.70/contrib/navigator/devil.gif) wateve dat meens

nd just 2 add 2 it here r som oder things

LCD = (http://smilies.crowd9.com/contrib/sarge/Axe_anim.gif) = Cpt. Crunch

(http://66.227.101.70/contrib/navigator/devil.gif)

(http://www.computerpannen.com/cwm/contrib/edoom/throwup.gif)

(http://216.40.249.192/s/contrib/edoom/Wizard.gif)

now - is da msg clear enough ???

(http://www.gamers-forums.com/smilies/contrib/ruinkai/biggrinyoyoA.gif)

bizon got it right btw ;D

LCD OUT
Title: Re:ALARM!!!
Post by: Tomb on 09 Jun 2003, 21:43:06
Quote
 LCD, You mentioned a CYCLE waypoint after a SEEK & DESTROY one, can You tell where to put it please. Close to the S&D?

 ??? I thought S&D waypoints were kinda neverending cycle-wp's themselves?!

I never saw a completed S&D wp in my own missions?  ???


correct me if I'm wrong, plz

Title: Re:ALARM!!!
Post by: LCD on 09 Jun 2003, 23:06:17
it ends... after som time

just wait (long time ;))
LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 10 Jun 2003, 00:03:18
Alright! That the kinda exlpaination I like!

Sorry though, I didn't mean to piss You guys off! ::)

Quote
But what if I have several WPs synchronized with the trigger?  ...


Since we can't "name" a WP but only use it's label, do I have to place a trigger for every WP or is there a better way around it?

I have about 8 S&D WPs.
Title: Re:ALARM!!!
Post by: LCD on 10 Jun 2003, 00:37:29
shudnt b prob - as meny WPS as u want schynoed 2 da trig

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 10 Jun 2003, 17:34:53
Alright thats good!

  BUT HOW DO I FIND OUT THE NAME OF THE DAMN WP???????????

2, or maybe 3? Or maybe Seek&Destroy, no wait, perhaps Georges?


There are no tutes hidden somewhere about that? If there is, please tell me where it is so I can finish this thing. I looked but didn't find any. Once my problem is solved, (the positive way) I'll make one!

thanx!




Title: Re:ALARM!!!
Post by: Tomb on 10 Jun 2003, 18:26:34
it ends... after som time

just wait (long time ;))
LCD OUT

ah, I guess my 150-200 x 150-200 WP radius explain why I've never seen a completed S&D wp.  ::)
I only use 'em for the hostile AI groups / my own support grp's, and only in big towns, so that must be the reason why I never saw a completed S&D (they usually die before the WP is completed I guess).  :-X

Title: Re:ALARM!!!
Post by: LCD on 10 Jun 2003, 22:14:03
Quote
BUT HOW DO I FIND OUT THE NAME OF THE d**n WP???????????

WTF :wow:

didnt we pass dat Q b4 ::)

Quote
[Group01, 4]

 :P

Quote
There are no tutes hidden somewhere about that? If there is, please tell me where it is so I can finish this thing. I looked but didn't find any. Once my problem is solved, (the positive way) I'll make one!

nope - 2 simple 4 TUT :P ;D

@ Tomb - u never used SnD nd u complain ::)

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 10 Jun 2003, 22:58:39
... :-[

Yes it was said before. Please forgive me. I'll use less drugs when I'm online next time!  :-\

So that it gets into whats left of my head, could You please tell me what "Group01" from [Group01, 4] represents?

I believe it's the group to whom belongs the waypoint to.

So if this is right, then how would be the syntax in the alarm trigger?

Correct if I'm wrong:

[[Group01, 4], [Group02, 5], [Group03, 4], [Group04, 4]] SetPos GetPos (List TriggerName Select 0)

...Damn I'm wrong am I not?  ???

PS: You are nominies to the patience award!
Title: Re:ALARM!!!
Post by: Tomb on 11 Jun 2003, 02:16:23
*cough*


(http://mysmilies.creativesell.net/cwm/3dlil/idea.gif) Ehm, I think it's time for a summary!  ::) ;D

I just took a readthru & maybe I have a lil' som'n for ya, lazzy :thumbsup:

Hi there!

   I have an enemy squad patroling an area. They have several "Move" waypoints forming an ugly circle and the last one is a "Cycle" waypoint placed over the first "Move" waypoint. So they patrol in circle and thats fine!

  I have also many single units around and what I would like to acheive here is that if one or more of the single units see me, that the big squad comes kick my ass like my ol' idian grand mother used to! Right now the squad keeps following its waypoint

  Many thanx in advance!

     c r u n c h


 :D See, there is one way, an easy way, to get yer butt kicked right. Just listen up, matey...
Let's say you NAMED all enemy groupLeaders (and preferrably, all groups as well but its not vital here), then picture this:


(http://smilies.jeeptalk.org/contrib/ruinkai/rolleyea.gif) YOU :o are detected by a hostile moron (any d00d really).

Now, that could activate a trigger which made ALL nearby troopers move towards YOUR POSITION.
Pretty much what ya said up there in the first Q on page one, actually  ;D

To do this, make a trigger the following way:

Condition:  player detected by EAST (if east is the enemy side).

Just set up the trigger, hit F2 and drag a grouping line from trigg to player. :thumbsup:
Then select "Detected by EAST", and you're almost off.

Now, in the "On Activation" field, put:

               "_x commandMove getpos player" forEach AllBobs


 :) Where "AllBobs" is an array made of every hostile grpLeaders in the area.
Code: [Select]
AllBobs = [bob1,bob2,bob3,...etc]Just name each grpLeader "Bob1", "Bob2" etc. in his name field.

To define the array, just put that piece of code in someguys INIT field.


This would make each grpLeader command his pack of l00nies to get near the spot...uuum where you were spotted.
*cough*
But they won't "follow" you around, they'll just move towards the spot of detection, so to speak.  :-X

Try it & see if it sticks, m8  :-*


 :o oh, and be sure to make it a "SWITCH" type of trigger!!!!!!!!!  8)







Title: Re:ALARM!!!
Post by: LCD on 11 Jun 2003, 04:31:16
Tomby - stop mesin w/ his mind :P start readin wat he wants

Quote
Now I was just wondering, how complicated would it be to setwppos on the exact unit who triggered the sensor?

:P

(http://gamer.co.il/gamer/forum_images/redbite.gif)

@ crunch - u need 2 name da group 2 use its name

2 name a group just put

groupname = group this - in da leaders (itll work w/ ny1 else in da group also) init

LCD OUT
Title: Re:ALARM!!!
Post by: Captain Crunch on 11 Jun 2003, 10:46:10
Thanx a lot guys for Your help and patience.

  I'm kinda slow when it comes to tech stuff or programming whatever. Though it's a lot of fun.  :)

  I first discovered the toaster in 1991 when I moved out the bushes! He!  :o
The funniest part here is that it's true! :-X

  I use to grill the home made bread over the hearth and speak some kinda medieval slang french!

  The good ol'hunting days!