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#1 Posted at 2012-12-30 03:02        
     
My question seems simple, and I have found a handful of answers that I believe should work normally. However, they are not working for me and I'm new enough to editing and scripting that I can't seem to figure out what is causing the problem.

My overall plan is as follows:
1)Player (name = scout1) captures specific enemy unit (name = bait) by incorporating him into my group (group name = Delta) (Succeeded in this using a capture.sqf script, and a trigger script see below. So far so good.)

//Simple capture script named "capture.sqf"
[bait] join Delta;
scout1 removeAction capture1;

//Trigger to active capture action named "trigcapture.sqf"
trig_capture = true;
publicVariable "trig_capture";
exit

2)I direct the captured enemy unit (bait) into friendly AI driven vehicle (baitcage_1) that will then continue to specified waypoint. (again this works.)

Here is where my trouble starts
3)Once the vehicle (baitcage_1) with the captive (bait) arrives at the specified waypoint, I want the captured enemy unit (bait) to get out and move to a waypoint "meeting place", while the AI driver in (baitcage_1) then continues on to his next waypoints "somewhere else." (I cannot seem to get this part to work right.)

A few things that I have tried
Setting the waypoint as a "TRANSPORT UNLOAD" but the captive (bait) will not get out. I have also tried to use the "GET OUT" waypoint, but only the friendly driver get's out and "bait" remains in the vehicle.
(Through trial and error and many hours, I have gotten bait to exit now and then, but it involved multiple triggers and changing his group from delta to another group zulu, etc.. etc.. seemed overly complex and didn't always work.)

I would appreciate any ideas of how to do the following:
Under the above situation, 1)Get the captive (bait) out of the vehicle (baitcage_1) as well as out of my group (Delta), then how to have him move to one waypoint while the vehicle (baitcage_1)continues on to a different waypoint.
I'm very new to this editor so it would be appreciated if any answers were...ahem.... very basic.
Thanks for your time!!


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#2 Posted at 2012-12-30 14:57        
     
Transport_unload ejects the player and you order the unit out of the vehicle and you can then escort him or order him to move to a certain position.

If he starts getting back in the vehicle use unassignVehicle bait in the waypoint


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#3 Posted at 2012-12-30 23:30        
     
Thanks F2kSel, I belive I have figured out a reliable way to get bait out of the vehcile at the given waypoint using a transport_unload waypoint along with a bait doMove position spot1 trigger where spot1 is a nearby switch trigger that moves bait into another group, tells him to stop moving, and triggers his new group to come him.

However, I originally simply wanted bait to leave my group and follow his own waypoints alone, but when I could not even figure out how to assign waypoints to bait, I decided to have him join a new group upon exiting the vehicle and go with them to the waypoints. As I said above, I had to use a doMove position to get him to go to a single point, but I would have preferred him to follow waypoints, but I cannot see how to set waypoints for bait in the editor because he has not yet arrived at the location where the waypoints would start. When I'm in the editor, bait is still back at the location where I will be ordering him into the vehicle and I can set waypoints for that vehicle, but is there no way to create waypoints for bait to follow upon exiting the vehicle? It seems like this situation would be fairly common in many missions so I'm guessing that there is a key concept I'm not seeing. Appreciate the help.


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#4 Posted at 2012-12-31 02:03        
     
Have them join groups is the best way to do it as captives even if set not to flee still seem to want to run off.
I sometimes use gamelogics as a group and have the captive join that if I don't want any AI around.


You can copy waypoints from one unit to another as long as that unit is alive.
Here's an example as it would take a while to explain.

copywaypoints.utes_11978.7z

This post was edited by F2kSel (2012-12-31 02:47, ago)


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#5 Posted at 2012-12-31 05:08        
     
LOL! That was exactly the problem, someone always seemed to be running off!
Thanks for the help F2kSel, there is light at the end of the tunnel!