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bboy

Units getting out from closed building?

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I want to know how is possible to make that some units get out from one building, closed, without opening dors, object, on trigger or else... Example, Father Fyodor get out from the church when Cooper comes to conficate the weapons... campaign Harvester Red, mission Manhattan...

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Hi mate. You are not very clear...to me anyway....about what you need.

I don't know anything about Father Fyodor and Cooper!...and I suspect a lot of others don't as well!

Do you mean... The guy is standing in the building and then he is magically in the yard outside the building without opening any doors and walking out?

Would like to help if I can :)

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Do you want them to Exit the building and go to a location?

Or just majicly disappear from the building and appear somehwere else?

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I want to know how is possible to make that some units get out from one building, closed, without opening dors, object, on trigger or else... Example, Father Fyodor get out from the church when Cooper comes to conficate the weapons... campaign Harvester Red, mission Manhattan...

I belive he means the Priest on the Arma 2 Campaign, that he gets out from a building that is not enterable.

Yes, it is possible bboy, by script, and I belive they are using the ALICE module to make him do that.

I don't know anything about Father Fyodor and Cooper!...and I suspect a lot of others don't as well!

That cant be truth...:)

It would mean not many played the main campaign...=D

_neo_

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That cant be truth...:)

True for me Bro....I've never played a campaign in ten years! Just the editor and learning to script! :) There lies my passion!

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Playing campaigns and missions tells you a lot on what you can actually do. I would even say that's precisely why they are there - a showcase. There are a lot of "how the hell are they doing that" moments. If you don't know what you're looking for, getting it will be hard.

And I guess this thread kinda proves it. bboy asks a question about something you didn't know was possible, because you never played it :)

Edited by CarlGustaffa

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Playing campaigns and missions tells you a lot on what you can actually do. I would even say that's precisely why they are there - a showcase. There are a lot of "how the hell are they doing that" moments. If you don't know what you're looking for, getting it will be hard.

I know.... but it is so hard to stop the other stuff and actually go play. Too many different things that pop into my head that I want to try! ....and this has been going on for donkeys years! LOL!

Still haven't even touched modelling and texturing as yet! A whole new world there just waiting ;)

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In case anyone wants to know, Fyodor is placed on the map about 3 buildings to the east of the church outside. He is manipulated through the subGrpMainSearchGorka.fsm, so that when Cooper is near the cache, they do BIS_CFyodor setPos [9425.25, 8845.62, 0.00323486]; and BIS_CFyodor move [9424.51, 8851.74]; which sets a waypoint moving him to Cooper. Smoke and mirrors ;) Then they have Fyodor do a "doWatch", "glanceAt", and "lookAt" to Coops. Just to be sure I guess :)

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Hi mate. You are not very clear...to me anyway....about what you need.

I don't know anything about Father Fyodor and Cooper!...and I suspect a lot of others don't as well!

Do you mean... The guy is standing in the building and then he is magically in the yard outside the building without opening any doors and walking out?

Would like to help if I can :)

Exactly that thing i want to know...

---------- Post added at 04:51 PM ---------- Previous post was at 04:35 PM ----------

In case anyone wants to know, Fyodor is placed on the map about 3 buildings to the east of the church outside. He is manipulated through the subGrpMainSearchGorka.fsm, so that when Cooper is near the cache, they do BIS_CFyodor setPos [9425.25, 8845.62, 0.00323486]; and BIS_CFyodor move [9424.51, 8851.74]; which sets a waypoint moving him to Cooper. Smoke and mirrors ;) Then they have Fyodor do a "doWatch", "glanceAt", and "lookAt" to Coops. Just to be sure I guess :)

You understud the whole thing AZCoder... I opened that mission, Manhattan, trought the editor and i also found Fyodor placed on the map. One thing that i noticed and that i dont understand. Near the church you can find Citizen (Brown) with this in his initalization field:

BIS_planConfiscateCache = group this; deleteVehicle this

Then he have one Get Out (full) waipoint close to the church and another MOVE (safe, limited) over the church near to the ammo boxes.. Is he connected with the priest somehow?

Thing that i need and that i want to make...

On trigger, alarm sound in the base and reinforcement comming out from the building... like priest from the church... If someone remember case from campaign Cold War Crisis... the same thing... i can remeber which mission... Malden map, one base near airport...

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I'm suspecting Citizen (Brown) is just a trick. He is immediately deleted, but the group and waypoints persists. So all the mission maker needs to do depending on your actions, is make someone (I'm guessing the priest) join the right group, and waypoints are handled automatically and with ease.

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I'm suspecting Citizen (Brown) is just a trick. He is immediately deleted, but the group and waypoints persists. So all the mission maker needs to do depending on your actions, is make someone (I'm guessing the priest) join the right group, and waypoints are handled automatically and with ease.

o.k.. So, what i need to do to make him to get out from that church, building again in my mission. Do i need a script?

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