OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: mcnils on 29 Dec 2002, 21:59:41
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Busy? goto #2
not? then read below.
Well, like some of you may already know,
im a evergreen scripting newbie, lol.
Every month i come up with some "how to do?" question.
This time its about the NamPack2 radio units ( RTO ).
Im editing a coop for this addon,
its a search n resque mission,
where you hawe to free a Leutenant from a VietCong prison camp.
It all plays far away from the US bases,
so evac, once you hawe resqued the Lt. will be done with a chopper
( with some Jimmy Hendrix soundtrack in background - oh yeah! )
Now, i know how to arrange a chopper coming in,
and loading up all the players once they arrive at the evac point (LZ Albany)
and bring them back to base.
But, fact is, that this is a lil unrealistic.
We hawe the RTO units provided, so why do not use them?
wow, ok. But ehm.. how to exactly use these RTO units?
mcnils think,
dont go bother always the guys on OFPEC for every thing you dont know.
Ok, with a weapon launch detection script maybe?
super. uhm.. doesnt work, damn.
The RTO does not fire any shell,
so i cant detect it with these kind of scripts.
bigger problem is,
that i dont want that the RTO player can call in the chopper from everywhere,
but only if he is in the LZ Albany and has the Leutenant in his group.
#2 To say it in the "easy way" (uhm), what i need is:
A trigger that detects if the RTO player (NamPack2 radio Unit)
and the Leutenant are in the LZ Albany,
and then activates the script that permits to the RTO player, "firing" his radio,
to call in the evac chopper.
Even nicer would be if the RTO player would get a "negative" response
if he is out of the LZ Albany or if the players still not hawe resqued the Leutenant.
Negative responses like;
"you are not near enough to the landing zone for calling in the chopper." or
"you hawent still resqued the Leutenant, go back, resque him and return."
Yeah, something like that.
well this is only an example to understand what i mean..
This is also cool because, if the RTO player will get killed,
the squad will be on foot, with no contact to the HQ,
and it will be very hard to get back to an US base trough the jungle.
(well they can steal a VietCong truck or something)
Thanks for reading,
and even more thanks if you can give me a solution ^___^
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try this
make a trigger with the condition:
player distance lz < 40 and guy distance lz < 40
where lz is a logic thing in the middle of the field, 40 is the radius of the field, and guy is the name of the POW.
idk about the rest, too lazy to find out
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Use the following to check if a player has the radio (checks both US and VC/NVA radio)...
?(player hasweapon "sebprc25") || (player hasweapon "sebtyp63")
/Christer (a.k.a KeyCat)
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uhmn well,
now im some steps nearer to the solution,
thanks :)
but still i dont know how to detect the player "firing" his radio,
you know you can use it like a weapon and "fire it" (then it makes the radio noise).
uhm, dunno if this is even possible,
but why then they added the option to "fire" the radio? ???
Uhmmmm *meditate*
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Try checking to see if the player ammo "sebprc25" or player ammo "sebtyp63" changes when firing? I dunno. Maybe they haven't done anything with this yet?
Or a not so great option would be to:
player fire "sebprc25", but that would require AI for the RTO...
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An eventhandler perhaps?