Posted: Tue Aug 12, 2008 4:15 pm Post subject:
Evac Chopper Help
Subject description: Can't work this one out
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.
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Aug 12, 2008 4:56 pm Post subject:
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. QUICK_EDIT
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. _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Tue Aug 12, 2008 7:31 pm Post subject:
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. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
_________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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. _________________ QUICK_EDIT
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. _________________ QUICK_EDIT
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 _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Aug 13, 2008 6:42 pm Post subject:
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) _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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. _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Aug 13, 2008 7:50 pm Post subject:
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
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) _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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