OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Messiah on 13 Oct 2002, 20:21:58
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ok... ive got a blackop who goes to hide in a chopper.
Now because i dont want him to be the pilot (becos then the mission becomes pointless) the chopper has to be locked and a sneaky way of getting into the chopper is implemented - some people say to group game logics to my player and assign them as cargo - but this simply doesnt work - it crashes my version of OFP - so i refuse to use it.
so i used the following script - makes a fake chopper exchange the real one and a dummy guy get into the chopper - and then the player is moved into the chopper which is sent back - cunning hey?
chop1 removeaction hideinchop
titlecut ["", "black out", 1]
~1
chop1 setpos (getpos chopmove2)
chop2 setpos (getpos chopmove1)
dummy1 setpos (getpos dummymove1)
ap1 moveincargo chop1
_camera = "camera" camcreate [0,0,0]
_camera cameraeffect ["internal", "back"]
_camera camsettarget chop2
_camera camsetrelpos [-3,20,8]
_camera camcommit 0
titlecut ["", "black in", 2]
~1
[dummy1] ordergetin true
~6
titlecut ["", "black out", 2]
~2
_camera cameraeffect ["terminate", "Back"]
camdestroy _camera
chop1 setpos (getpos chopmove1)
chop2 setpos (getpos chopmove2)
titlecut ["", "black in", 2]
~2
ap1 setcaptive true
captive1 = true
exit
now, that works fine, but when the pilots come to get into the chopper, they refuse to. at first i used get in waypoint, so i changed that to ordergetin true - but that doesnt work either. They walk up to the chopper and stop. The chopper is locked, but that doesnt normally stop AI units - or at least not in previous times ive used it. Now i reckon its because of my teleporting antics... or since version 1.75 cant AI get into locked vehicles?
so, at the moment ive decided to use a fadeout and fadein to let them be teleported into the chopper. I use the following script, but the fadeout never happens - they get moved into the chopper, but there is no fade... whats wrong?
titlecut ["", " black out", 2]
~2
pilot1 moveindriver chop1
pilot2 moveingunner chop1
titlecut ["", " black in", 2]
~2
there is no error or anything. Weird hey?
this is pee'ing me off... so any help will be appreciated - im quite willing to send the mission to any1 who wants to have an in depth look into it.
cheers :thumbsup:
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why can't you just moveinDriver + co-pilot-MoveinCargo a couple of GameLogics?
Neah grouping or anything - just two individual G-spots!!!
Then (when yer inside) remove/delete them, lock the bird & let the
REAL pilot enter stage! I suppose this would work?! :-\ :)
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thanx tomboy matey
i'll give it a try, see what happens.
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hmmm.... now it works but when i make the game logics get out - the pilots still wont get in - they just stand there and look.
i can get them to get into cargo tho. But not the gunne posistion.
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would this have do do with the locked ( :o ) birdy ??? or ...
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neah, ive left the birdy unlocked - but maybe it has summit to do with the game logics - how do u delete them again? im just using ordergetin false.
if not, then i'll post it up for u peeps to help ;)
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:D howsabout letting them G-spots moveInCargo of some distant, non-important vehicle
once yer inCargo?
Then they're definately gone from yer chopsy, mezz! 8)
(that is, if their presence is causing ( ::) ) the bug?!) ;D
Maybe you can just let the real pilot / gunner move to the
bird, play the "get in" anim & then get moved-in-driver/cargo :P ;D
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nope... didnt work - those gamelogics dont dissapear.
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Hmm, so it seems... just checked it myself :-\ :(
Try action commands instead (if that works with Gspots),
then the game engine will know that they're out again.
My last bet, I'm afraid :P
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i thought of that - but as u said, doesnt work for G's.
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nevermind - i just reworked the cutscene - pilots are in chopper after cutscene - saves player waiting this way.
cheers anyways tomby.