OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: jaksa on 01 Oct 2005, 10:21:49
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Hi lads
Is it possible to force You or AI to do this:
if soldier get in hands specific weapon, imediately go prone, and use it only in lying position?
I was asking similar thread some time ago, but...
I would like to make a light portable mortar, usable for AI, as a main weapon, and one can't fire mortar, while running :)
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I know of no way to detect which weapon a guy has active - and I have tried hard to find out. If you are okay with him going prone as soon as he picks up the weapon then try something like:
Trigger condition
"M16" in weapons unitname
Trigger Activation
unitname setUnitPos "Down"
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The idea is to create portable mortar - very useful and powerful support weapon on platoon level (platoon artilery :) ). I thing, it schould be operated by AI, so player could play more "spectacular" role. In a defence is no problem - static object. But in attack, must be easily movable. As i know, there is 3 ways:
Made in rpg class, and
1. Change the anim for rpg with the special one for mortar. The best effect, but incompatybile with any rpg any more :( Acceptable for early ww2 times, but this weapon is used in present as well.
2. Leave the rpg anim. Effect will be awefull (wepon on a ground, and hands up), but it will work properly (i hope so) and with all stuff. Maybe in OFP 2...
And 3rd:
Create/delete object- in my opinion not good way.
What do you think about it? Do we need such addon, or no? If yes, how to do it?
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Well, if the loon who's carrying the mortar has only the mortar in his weaponry, then you could use a simple script to detect what you're looking for:
goto "Init"
#Loop
? (_man hasWeapon "My_Mortar") && (speed _man > 1): goto "SwitchPos"
~1
goto "Loop"
#SwitchPos
_man switchMove "NameOfLayingDownAnim"
_man setUnitPos "DOWN"
_man doStop true
goto "Loop"
#Init
_man = _this select 0
goto "Loop"
Or something like that. :P
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Thanks a lot!
I'll try it in next few days.
One more question: Can AI open fire, when behaviour is set on "careless" (or whatever) or engine has change it to "combat" before? How to detect what behaviour is set up?
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behaviour unit
Operand types:
unit: Object
Type of returned value:
String
Description:
Behaviour mode of given unit ("CARELESS","SAFE","AWARE","COMBAT","STEALTH")
Example:
behaviour player