OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Rytuklis on 12 Sep 2011, 19:39:41
-
Alright so i have one question. I have put East Guards around the Montignac, and i make a couple of cutscenes, then in cutscene script i type in "sovSold1 (soviet soldier) setDamage"
After that, i put some resistance and in their conditon of presence i put NOT ALIVE sovSold1
They do not appear after SovSold1 takes damage . Can you help me?
-
I think the best way to have some resistance soldiers appear as a result of sovSold1 dying is to use the getdammage command in conjunction with the createunit command. For example:
Create a script which loops from the beginning:
#LOOP
? (getdammage sovSold1) > 0.9: goto "SUB"
goto "LOOP"
#SUB
"soldierGB" createUnit [getMarkerPos "spawnmarker", guergrp1,"", 1, "corporal"]
"soldierGB" createUnit [getMarkerPos "spawnmarker", guergrp1,"", 1, "corporal"]
"soldierGB" createUnit [getMarkerPos "spawnmarker", guergrp1,"", 1, "corporal"]
"soldierGB" createUnit [getMarkerPos "spawnmarker", guergrp1,"", 1, "corporal"]
exit
You could replace sovSold1 in this script with _soldier, so that the script can be used with more than one soldier.
The 'spawnmarker' can be placed wherever you want the guerillas to appear, and 'guergrp1' is the pre-defined group name.
The script can be run from the init.sqs
Hope this helps
Gruntage
-
An exploratory search for "Condition of Presence" would give you some hints:
The condition of presence is a boolean. What I have found about that field is:
- the OFP engine resolves that value before running init.sqs so putting a variable in there does not help control which units are created.
- the not condition needs to be used with care (eg not (alive unit1) will always resolve as false and the unit will never appear)
in other words
condition of presence has to be something that is true or false at mission load. It can NOT be something that happens later in the mission
Use a variable rather than setDammage-ing a unit, eg. NowSpawn = true.
Then you can EITHER spawn them as described by Gruntage (though the loop ought to have a delay in it) OR have them present from the start of the mission and setPos them into position.