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#1 Posted at 2013-01-07 03:12        
     
I'm working on a basic stealth mission. I have several opfor units "sleeping", and two opfor units set up in guard towers. None of these units are grouped. What I want is for the sleeping units to wake up whenever the player fires an un-suppressed gunshot or is spotted by a guard (the guard would shout something out).

So far, I've got the following set up:
Each sleeping unit is using a sleeping animation and has its AI disabled. I have a trigger set up that will re-enable their AI, pulling them out of the animation and into a normal combat mode. Based on the parameters I described before, I figure it makes sense that if one of the two guards spots/hears me, then it will activate the trigger and a shouting sound effect. Therefore, I have the trigger set to activate when opfor detects a blufor unit. However, this won't work for me.

If the player attempts to kill a sleeping unit with a quiet, silenced weapon, even if the guards don't hear, the unit will wake up for a split second before dying, causing the trigger to go off.

I need to find a way so that this trigger can ONLY be activated by the two guards in the watchtowers, and no other opfor units. It's important that these guards are specifically selected because I plan to set up other camps, too, and I don't want every sleeping unit on the island being alerted because a guard at one camp was.

If you've read through this all, many thanks. All suggestions are welcome, as I've tried many work-arounds that didn't work.
Thanks in advance,
Garand *THUMBS UP*


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#2 Posted at 2013-01-07 04:23        
     
you could make them captive which changes there side to civillian I think.

AI won't kill them only players would be able to, well the AI would need a dofire command to kill them.

place this in the in each sleeping units init
this setcaptive true


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#3 Posted at 2013-01-07 09:34        
     
The easy way to ensure the trigger is kicked off just by the guard is to group the detection trigger to the guard unit. This ensures that only when that particular unit detects the side in question the trigger is activated.

Using the setCaptive method might result in complications if the player unit gets renegade status as a result of killing units that are civilian in status. It would require some safeguards to ensure other (previously) friendly forces do not shoot the player on sight.

Regards,

Sander


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#4 Posted at 2013-01-07 15:33        
     
# F2kSel : you could make them captive which changes there side to civillian I think.

AI won't kill them only players would be able to, well the AI would need a dofire command to kill them.

place this in the in each sleeping units init
this setcaptive true
I really appreciate this suggestion. However, it causes two problems: the player may end up killing innocent "civis" and the sleeping guards in a distant camp would still be alerted (not sure if I can prevent this though). Anyways, many thanks, and I'll still consider this.


# Sander : The easy way to ensure the trigger is kicked off just by the guard is to group the detection trigger to the guard unit. This ensures that only when that particular unit detects the side in question the trigger is activated.

Using the setCaptive method might result in complications if the player unit gets renegade status as a result of killing units that are civilian in status. It would require some safeguards to ensure other (previously) friendly forces do not shoot the player on sight.

Regards,

Sander
Thanks for the quick reply! Believe it or not, I've tried this. While I may be doing something wrong on my own part, I'm not sure it will work. When I grouped one of the guards to the trigger, instead of the trigger's activation being "detect blufor", the options were something like "vehicle", "group leader", etc. Like I said, I may very easily be doing something wrong. I would appreciate any further assistance. Thanks again! :-)


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#5 Posted at 2013-01-07 18:05        
     
I did a few test and the problem is this, if the AI see the dead units they become alerted, even if the AI don't move when dying the AI still see the dead bodies.

I thought if they were civilian they wouldn't bother but they still become alerted when they see a dead one.

This post was edited by F2kSel (2013-01-07 18:11, ago)


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#6 Posted at 2013-01-07 22:21        
     
# F2kSel : I did a few test and the problem is this, if the AI see the dead units they become alerted, even if the AI don't move when dying the AI still see the dead bodies.

I thought if they were civilian they wouldn't bother but they still become alerted when they see a dead one.

Hmm, this really is becoming quite problematic. I'm going to do some more experimenting today. Thanks for the update and your continued efforts. I'm definitely gonna see this mission through to release. :-)


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#7 Posted at 2013-01-12 17:38        
     
Bump. *SORRY*


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#8 Posted at 2013-01-14 18:30        
     
Sorry I forgot about this thread, Have you tried using the knowsabout command?

Try this little demo I knocked up using eventhandlers and knowsabout.

Shoot the unit in the middle using the silenced weapon (head shot).
Unit on the left is dumbed down.
Unit on the right will respond normally.

You can see how much each unit knows about you at the top left of the screen.

If dumb AI sees you he will open fire and return to normal operation.

If you restart and switch to the unsilenced Glock17 both units will respond as normal.

stealth.desert_e_11978.7z


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#9 Posted at 2013-01-16 22:06        
     
# F2kSel : Sorry I forgot about this thread, Have you tried using the knowsabout command?

Try this little demo I knocked up using eventhandlers and knowsabout.

Shoot the unit in the middle using the silenced weapon (head shot).
Unit on the left is dumbed down.
Unit on the right will respond normally.

You can see how much each unit knows about you at the top left of the screen.

If dumb AI sees you he will open fire and return to normal operation.

If you restart and switch to the unsilenced Glock17 both units will respond as normal.

stealth.desert_e_11978.7z

No worries, thanks for the response! I've never heard of this, but it seems quite interesting. I'll test it out tonight. Thanks again! :-D


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#10 Posted at 2013-01-17 00:47        
     
Hope it works.

This post was edited by F2kSel (2013-01-17 20:50, ago)


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#11 Posted at 2013-01-25 23:38        
     
# F2kSel : Hope it works.
It did! I think this will help a lot! I'll let you know how the mission comes along, thanks so much!!!