OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: mikieman on 03 Sep 2002, 21:42:33

Title: covering fire??
Post by: mikieman on 03 Sep 2002, 21:42:33
how can i make a machine gun squad provide covering fire??
Title: Re:covering fire??
Post by: icarus_uk on 03 Sep 2002, 22:01:00
Crank the skill setting of the Mgunner up to max.  With any luck this causes him to fire more on full auto.  There is no command to make a soldier to provide covering fire, considering covering fire doesnt work in the game there is little point except in cutscenes.

If it is for a cutscene then the best solution is to put an enemy vehicle just off camera and have the Mgunner target and fire at that.
Title: Re:covering fire??
Post by: Davies1 on 04 Sep 2002, 00:07:07
the only idea i have is place a guinner squad make them fire upon gamelogics set near the objective, using the dofire command. This would simulate them providing covering fire into an area until they run out of ammo (i think)

there is a grenade bombardement thing here somewhere maybe that can help you get some ideas.

Experiment with waypoints that change the position of gunners (ie prone) and using the dofire commands.
Title: Re:covering fire??
Post by: icarus_uk on 04 Sep 2002, 00:08:32
Have you ever got an AI to fire upon a GameLogic?
Title: Re:covering fire??
Post by: Ottie on 04 Sep 2002, 10:42:28
You can let the ai shoot at gamelogic

first

unit doTarget gamelogic
startloop
wait 0.2 seconds
unit fire [bla,bla,bla]
goto startloop
Title: Re:covering fire??
Post by: Messiah on 04 Sep 2002, 11:00:46
AI will not shoot a Game Logics - trust me, ive tried for a long time.
Title: Re:covering fire??
Post by: Davies1 on 04 Sep 2002, 19:03:15
sorry lack of sleep....
I meant maybe the enemy soldiers, although I have never tried that script idea, may be worth a pop.

you can get them to target stuff but they will not fire unless its a threat or unit.

Maybe you could get your gunners to fire at named enemy units using:

unitname dofire enemy unitname

put this in the waypoint activation where you want them to lay down the coveruing fire.
Title: Re:covering fire??
Post by: OPF FREAK on 04 Sep 2002, 19:35:57
I could make covering fire work. Like on mohaa on the dday mission when ur by the bunker when they give u covering fire you could put this in a trigger "mgunner dofire "german1"; player(*) setcaptive true. so when you run out the german dosent shoot at u.
*Player=you the player  
Title: Re:covering fire??
Post by: Dinger on 05 Sep 2002, 04:40:37
Folks, if you start off a mission and have the AI MG fire at a gamelogic, it will work, at least for .5 seconds.  Anytime into the game, however, and you won't even get that.
If anyone knows how to have an MG fire short controlled bursts in a general direction (suppressing fire), please speak up.
Guesses are good for most answers, but in this case, guesses won't help us.
Title: Re:covering fire??
Post by: Ottie on 05 Sep 2002, 10:19:19
I think the main purpose of the MG in the game is to give covering fire, when you set the skill of the MG high enough the MG gunner will give covering fire