OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Murphy on 11 Jul 2004, 14:43:05

Title: Switching uniforms and sides
Post by: Murphy on 11 Jul 2004, 14:43:05
Working on a covert type mission where we need to infilitrate a base and demo things...

I would like to be able to have the players "switch uniforms"( and sides so the AI don't balst them as they enter the base)

Is this possible?
Title: Re:Switching uniforms and sides
Post by: dmakatra on 11 Jul 2004, 14:45:07
You can switch side rather easilly but the uniform cause a problem since its, well, impossible. At least in SP.

:beat: *Gets Shot* :beat:
Title: Re:Switching uniforms and sides
Post by: macguba on 11 Jul 2004, 16:49:36
Use setCaptive true to prevent the guards from shooting at you.

Changing uniform is impossible.   The workaround is to make it a mini-campaign rather than mission.   (Changing AI uniform is easy, just delete one unit and replace it with the other.)
Title: Re:Switching uniforms and sides
Post by: DBR_ONIX on 17 Jul 2004, 20:27:54
Chage side.. Make a officer of what ever side, and group the player to him, then delete him...
The change uniforms.. You need a new unit, with loads of selections.. Then use setobjecttexture on each bit of the clothes ::)
Not too fun though :-\
- Ben
Title: Re:Switching uniforms and sides
Post by: Roni on 19 Jul 2004, 05:27:09
Attached is a half baked script that I'm working on.  It has all the essential bits except the weapon restocking routines and the disguise checking loop.  When it's finished the script will continually check the distance to the nearest enemy unit and if your (un)lucky number comes up it will play an alert sound (eg "Halt !  Intruder !") and put setCaptive back to false.

If anyone can see any fatal flaws at this stage please let me know !



Roni