OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Taggart on 17 Jan 2005, 18:35:04

Title: Bingo Fuel
Post by: Taggart on 17 Jan 2005, 18:35:04
I have aircraft covering as top cover and wish to send them away and delete them when their fuel is almost gone, as opposed to crashing on top of the troops their covering. I have tried various inputs to determine the amount of fuel remaining but none have worked for me. I intend to use a trigger with a getMarker once their fuel is almost depleted, any ideas please  ::)
Title: Re:Bingo Fuel
Post by: Dubieman on 17 Jan 2005, 18:38:57
Hmm, found this,

syntax:
fuel vehicle

return:
amount of fuel in vehicle (0-1)

example:
_fuel= fuel _bmp


So you could use that to check when its out of fuel to delete it. ;)
Title: Re:Bingo Fuel
Post by: Taggart on 17 Jan 2005, 19:23:16
Great, used condition "fuel vehicle u1 < 0.1" and on activation "u1 domove getMarkerPos "gohere"" and it worked just fine. Many thanks  ;D
Title: Re:Bingo Fuel
Post by: XCess on 17 Jan 2005, 19:33:12
Has anyone heard of that little button that says solved??
Title: Re:Bingo Fuel
Post by: Taggart on 17 Jan 2005, 20:50:05
The only problem, as this is not solved yet, the aircraft don't depart, any better ideas than "u1 domove getMarkerPos "gohere"  :)
Title: Re:Bingo Fuel
Post by: THobson on 17 Jan 2005, 20:52:21
doMove works for me.  But you could also try moving their waypoints as well.
Title: Re:Bingo Fuel
Post by: Pilot on 17 Jan 2005, 20:54:31
try:

Code: [Select]
u1 move getmarkerpos "gohere"
Title: Re:Bingo Fuel
Post by: Dubieman on 17 Jan 2005, 21:39:50
Yea, move always works better than domove.

So maybe make the aircrafts waypoints go round and round and use switch triggers to make him goto the next waypoint far away where he gets deleted.  :P

Or use the commands, but I'm unsure if the commands counter act the waypoints? :-\
Title: Re:Bingo Fuel
Post by: THobson on 17 Jan 2005, 22:26:58
GRK.  I thought the only difference between a doMove and move is that doMove works on units and move works on groups, in effect giving them a sort of virtual waypoint.  I have not experienced probems with doMove.  In what way is move better?
Title: Re:Bingo Fuel
Post by: Dubieman on 17 Jan 2005, 22:50:46
They seem to be essentially the same command. Move being for units/groups and domove for units only.

Though move always works for me. Domove, I've had problems where it doesn't laways force the man to move. :P
Title: Re:Bingo Fuel
Post by: THobson on 17 Jan 2005, 22:52:28
That's all part of what makes this so much fun, and so frustrating sometimes.

Anyway, what with, move, doMove, switch triggers and moving waypoints there must be something there that will work.

Is this not solved yet?
Title: Re:Bingo Fuel
Post by: Sui on 18 Jan 2005, 07:40:38
They seem to be essentially the same command. Move being for units/groups and domove for units only.

I'd be a little careful with that... it's not quite the case.

You're right in a way, move will create a new waypoint for the group.

Commandmove is the same as the leader saying "2, move to tree, 2 o'clock".
Domove does exactly what commandmove does, but the leader keeps quiet.
The thing is, as soon as they've moved to that position they'll move back into formation.

So in a sense do/command move isn't permanent like move is.
Title: Re:Bingo Fuel
Post by: Taggart on 18 Jan 2005, 10:25:13
Yes, the move seems to work much better, thanks for assistance.  ;D