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Evac Chopper Help
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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Aug 12, 2008 4:15 pm    Post subject:  Evac Chopper Help
Subject description: Can't work this one out
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Basically what I'm trying to acheive is this:

  • Trigger is triggered by event.
  • A Nighthawk is spawned off the map, then moves to a waypoint.
  • A specific unit is loaded into the Nighthawk.
  • The Nighthawk takes off and flies to another waypoint off the map.
  • Mission Accomplished.


I know how to do normal reinforcements so I can get a Nighthawk to arrive no problem, but I can't work out how to have the Nighthawk wait for this one unit to be loaded and then automatically take off and fly away.
Ideally the Nighthawk shouldn't be controllable by the player.

Can anyone help?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Aug 12, 2008 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try to make the chopper a seperate team, and add celltags around the landing area, so when the unit crosses it, it changes team and automaticly enters the chopper.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Aug 12, 2008 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

How can I get the infantry to load into the Nighthawk, there is a "Do This" action of "Enter Object" but there isn't anywhere to specify an object and it doesn't happen on automatically.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Aug 12, 2008 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Load onto Transport
Wait until fully loaded
Move to Waypoint
(Delete Team?)

You may need to mod the Nighthawk for this map to carry only 1 guy.


As for house changing and team recruiting.
Use Destroy Team to make the Nighthawk recruitable.
Use Change House to make the infantry unit on the side of the Nighthawk
Use Create Team, specifying a team with the Nighthawk and soldier.

the team should use the above script actions to make the soldier get in.


Not too sure if that will work, but later I can try to replicate your idea.

Also, I would imagine this would work only with a unique unit.

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Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Aug 12, 2008 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:

You may need to mod the Nighthawk for this map to carry only 1 guy.

I have.

EVA-251 wrote:
Load onto Transport
Wait until fully loaded
Move to Waypoint

That's what I had, but loading something into the chopper manually doesn't make it move onto the next bit of the script.

Also, I've got it so the infantry (Einstein) and the chopper are both French (player house is Americans).

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Tue Aug 12, 2008 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why dont you give Einstein to the French when the chopper lands so it moves inside by itself. not manually

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Aug 12, 2008 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Einstein is French, he won't move in on his own.

He spawns at a waypoint after a certain event, walks to another waypoint where the Nighthawk is and then sits there.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Aug 12, 2008 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've recreated what you want on this map, to what your original post said.

I had difficulty making it "leave" the map, but I am sure this is merely because of size of the map and the map boundary.

Edit- Are you recreating the first map of RA1 or something? #Tongue



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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Aug 12, 2008 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
I've recreated what you want on this map, to what your original post said.

That seems to accomplish what I wanted, I'll have a go at getting it into my map tomorrow.
Thanks.

EVA-251 wrote:
Edit- Are you recreating the first map of RA1 or something? #Tongue


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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Wed Aug 13, 2008 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Daz wrote:

EVA-251 wrote:
Edit- Are you recreating the first map of RA1 or something? #Tongue



Yay! Very Happy

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Aug 13, 2008 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm only doing the first mission for each side for the next release of ICFRA! (the change list was looking a little short).
I seriously doubt I'll ever do the whole campaign.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 13, 2008 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Not a bad idea. If You need a hand with recreating maps and or the campaign, I'll help out.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Aug 13, 2008 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any recreations of RA maps are certainly welcome (I have Coastal Influence, Island Hoppers, Naval Conquests and Treasure Isle already).

I've added you on msn, we can chat about it on there.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've been working on The Hills have Eyes for RA2... Can you add me to your MSN too (at least, if you want the map)?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Aug 13, 2008 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Done.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Aug 13, 2008 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right, cheers to EVA-251 as the evac chopper now works.
I had to tweak one or two things to give Einstein chance to get to the evac zone (otherwise the chopper played chase the scientist).

I couldn't get it to move off the map either, but I've made it declare mission accomplished when Einstein boards the chopper so you see the chopper take off and fly half way and then the mission closes.


Edit: Does anyone know why trigger action "41 - Play anim at.." won't work?

I want it to play an animation where the chopper is going to land but it doesn't seem to want to do it.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TS it does work, so it surprizes me it doesn't work in RA2...

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Aug 13, 2008 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, I'll try a workaround by making the flare a building and triggering a building creation.

All the attack stuff in scripts doesn't seem to work either, the Cruisers that appear at the end attack the infantry at the bottom of the base and sometimes one of the Tesla Coils but then stop firing Embarassed

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Aug 13, 2008 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

No prob, Daz.

And 41 Play Anim at... does work.

Perhaps the issue is caused by the improper numbering of the animations?

(Playing the first anim, TWLT100 had no issues)

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Aug 13, 2008 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Weird, I tried a few anims and none worked, though I can't say I tried the first one.

The building method seems to work okay though.

Just gotta get these Cruisers to start levelling the base, tweak a few text messages and maybe do some audio messages and then all the scripting for the map is done.

I need to sort my cliffs out annoyingly, which is going to involve making entirely new terrain as I want to maintain the flat look and not have ramps.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Aug 13, 2008 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Daz wrote:
Hmm, I'll try a workaround by making the flare a building and triggering a building creation.

All the attack stuff in scripts doesn't seem to work either, the Cruisers that appear at the end attack the infantry at the bottom of the base and sometimes one of the Tesla Coils but then stop firing Embarassed


As for this problem..
Make the Cruisers auto-acquire targets if they don't already.

But if the problem lies with them attacking only one target, the script action "Success" is known as "Repeat until Success" in AI Editor/Deezire's Guide, and seems to the have the effect Deezire attributed to it, that being the unit aspires to do the preceding action until it is not possible to do it anymore.

(In this case, it would be attacking Tesla Coils/Base)

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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