OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: deltaJ on 03 Dec 2005, 01:10:27
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I have a whole host of problems with a mission I'm making.
1. I want a guy to plant 3 bombs under a bridge. he goes to where he's suppose to but only puts 2 bombs. I'm using this script.
guy setDir 0;
guy switchMove "CombatRunF";
_i=0
#loop
_i= _i +1
guy fire ["put", "pipebomb"]
~2
?(_i >= 3): goto "further"
goto "loop"
#further
guy doMove getMarkerPos "run_away"
~10
guy action ["TOUCHOFF"]
failure=true
exit
why is he not planting 3 bombs.
2.I want to make a Radio conversation. like I get a message from HQ. I reply, He replies, I reply, ect... but can't find any tuts on that.
3.The guy that palnts the bomb is suppose to do it when he heres me shoot at him with my sniper rifle. I made a West detected by East trigger covering the entire map. But When I fire at him he knows he's been shot at but dosen't move. If I'm up close to where he see's me then he moves.
thats it for know.
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I have a whole host of problems with a mission I'm making
Oh boy... Is that[/i] a feeling we can all relate to... ;D
Welcome to the forum!
1. Does he actually have 3 satchels? (I know, I know ... but check again. Yes, I mean by temporarily making him the player unit and Previewing the mission.) Does the touchoff bit work ok? What happens if you make the delay longer? What happens if you make him move slightly between placements?
2. Several ways to do it. The BIS way is to use a gamelogic with waypoints. Each waypoint has one line of dialogue, and a delay. Alternatively use a script
loon1 sideChat "blah"
~5
loon2 sideChat "bloo"
3. This is slightly tricky. Several possible solutions depending on exactly what you want.
a) If the loon is in behaviour safe, he will go to aware when he hears the shot. You can detect that in a trigger with a behavior command. Probably.
b) You could use an eventHandler "fired" to detect when you fire. If you are within a certain area (experiment to find the area you want) then you can make him react. Read up on eventHandlers in the Editors Depot (link at the top of this page). You may find a reveal command useful.
c) Make him higher skill. He will be more likely to detect you.
If you wound him, he will know where you are. What happens if you kill him? Will the mission cope? What happens if the player doesn't fire at him at all?
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Well a friend of mine did this to my script and it works now.
guy setDir 0;
guy switchMove "CombatRunF";
guy switchMove "CombatRunF";
guy switchMove "CombatRunF";
_i=0
#loop
_i= _i +1
guy fire ["put", "pipebomb"]
~1
guy fire ["put", "pipebomb"]
~2
?(_i >= 3): goto "further"
goto "loop"
#further
guy doMove getMarkerPos "run_away"
~13
guy action ["TOUCHOFF"]
~15
failure=true
exit
I got the radio working.
I want to kill the loon but if i miss he's suppose to blow the bridge. I'll try all the things you said thanks.