Home   Help Search Login Register  

Author Topic: civi hostage, enemy to kill him when players detected  (Read 384 times)

0 Members and 1 Guest are viewing this topic.

TERA_Forrest

  • Guest
ok, i've got a hostage i need with his hands up, but if west is detected in the area i need him killed by either of the two guards.  Thanks in advance.

Olphy

  • Guest
Re:civi hostage, enemy to kill him when players detected
« Reply #1 on: 21 May 2004, 20:48:36 »
Put this in the On Activation Trigger:

Playername dofire hostagename

BTW: If you have him in an EffectStand animation then you will have to write:

Playername switchmove "EffectStandNull"

Though I'm not too sure on the second one. Try looking at one of the tutorials here. But thats basically how it works.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:civi hostage, enemy to kill him when players detected
« Reply #2 on: 21 May 2004, 22:46:09 »
There is lots on this forum about hostage situations, have a good hunt using the forum search function.

There are several ways of achieving what you want, depending on the precise circumstances.    Probably the easiest way, if you want him shot by the guards, is to make him on the opposite side and write

this setCaptive true

in his init field.   Then, in your detection trigger (and assuming you have named him loon1) have this

On Activation:   loon1 setCaptive false

As long as the guards can see him they will shoot him.

Dofire is usually best preceded by a dotarget command:  however, coded commands like this only work on AI controlled units, not human controlled ones.    
Plenty of reviewed ArmA missions for you to play

TERA_Forrest

  • Guest
Re:civi hostage, enemy to kill him when players detected
« Reply #3 on: 22 May 2004, 05:08:27 »
works great, thanks fellas