OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: TAPNKEGS on 27 Aug 2002, 18:56:38
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I am setting up an airstrike on the Ia Trang map and my problems are this;
1. I did figure out how to use CATfires and a trigger to get them going when an aircraft flies over them.
2. It is not possible to start any aircraft on the ground and call them in. The only functioning airstrip is too short for any jets
3. I've tried starting a jet flying then using a radio trigger to call the plane it but it never works
4. I've also tried using a game logic to call the plane in using the "_x setpos (getpos GL1)" foreach units SH1
GL1 = gamelogic point
SH1 = jet
this format does not seem to work, i tried linking the radio trigger via group line to the gamelogic and that didn't work either
I'm out of ideas.... any help would be appreciated
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didn't um........whoever it was tell you to setpos getpos the planes off the ground and then fill them with fuel when you wanted them to start?
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3 - did you set the planes special field to flying?
4 - do you really think it's good, to place all units from
group SH1 onto the same spot. This would let them
crash together.
~S~ CD
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alright,
I have no idea how to start them on the ground and setting fuel and how to link that to the actual strike.
Yes, i did start with special field "flying"
SH1 is a SINGLE jet so no worries of crashing, i was going to have different single jets doing runs on different vectors when i got this straight
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Hi mate i hope this following babble helps..........
The way I do this is with triggers....
I have a plane setup flying with a waypoint when a certain trigger is activated, the plane will appear and fly past the area then its presence sets off another trigger which creates cam-created explosions (usually at specified gamelogics) you can also set off the CAT fires with it. I will post an example mission soon but I will explain the flyby itself.
Create a Gamelogic and name it (call it 'logic' for now). Place this where you want the plane to appear (a litle distance from the target area, I'd reckon :))
Create a plane (anyone you wish) name it (for this I shall call it simply 'plane') make it face the direction you want it to travel for the bombing run. set it to "flying"
Place a waypoint for it downwind of its direction.
In the condition of this waypoint type "flyby"
In the "on activation" type :
plane setpos [getpos logic select 0,getpos logic select 1,getpos plane select 2]
This makes the plane appear at the gamelogic when the condition of flyby is met....
make a trigger, the size and activation your choosing then write "flyby=true" in the triggers "on activation" box.
When this trigger is set off the plane will appear and fly by.
The fun bit will be using another trigger to create explosions and setting off the fires and I shall explain my method of doing that in a while.
i'll post a basic mission here first with all the above criteria.
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sorry but I am tired after work
You can substitute the "laserguidedbomb" for any shell in the game (ie Shell105, heat125 etc)
There is a weapon list around the net somewhere, but probably on this site when it's up and running :D
Davies out :D (finally)
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Davies, that worked like a CHAMP !!!
however, if im using a trigger at the flyby are to start the catfires, how do i turn them off again, do i have to guess where the plane will be after the spawn to place a trigger and how do i delete the plane after the pass?
The catfire is a great effect but needs a little "BOOM" to it if you know of how to do this i would be thankful.
thanks so much for helping me with this ;D
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whoops heh heh didnt see your responses, got the bomb to work, now all thats left is deletion of the plane after the run.
i tried a second waypoint after the initial "flyby" one and when you activate the trigger the plane peels off and heads to the far away spot where you first placed it... hmm oh well no biggie i think i can estimate where the plane will be and put a trigger that will detect it..turn off the fires and delete the plane, ill give it a try.. thanks again
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hi again buddy!
If you set another trigger like the one that sets the fires/bombs off you can place a time delay on it
min: 6 med: 12 max: 18 (or any numbers you wish)
Activation still the plane's side....
condition: ("air" counttype thislist) > 0
[this stops men setting it off]
then in the 'on activation':
firename inflame false
[fire1 inflame false; fire2 inflame false; fire3 etc....]
Do this for each fire you use and they burn themselves out....
heh if I ever meet ya buy me a beer :D.
Seriously I am glad to help.
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oh and the plane will just stay back at its area and not go anywhere, until it runs out of fuel etc and dies....
once the plane is set up, place it somewhere far away from your mission area, out to sea somwhere, then it will bugger off out of the way and not bother you again :P
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Or you just use this command:
deleteVehicle plane_name
:edit - and btw - you could also use the createunit
or createvehicle command to do that plane appearing part.
~S~ CD
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