ww2weasel 10 Posted June 3, 2011 How to get a platoon of infantry to support a Tank in operation Flashpoint w/o scripts. I've used this technique in previous ww2 missions I've made. Brief Synopsis: The sole purpose of making this type of effect, is in a mission - where the opposition is light on tanks & anti-tank weapons. It's really meant for a smaller type mission. However - I have setup 3 of these Trigger induced effects to good effect before. So 3 Tanks with 3 platoons of infantry in support. It plays well when you have limited mines, limited anti-tank capability. The mission becomes daunting as you have to find ways to get at the tank w/o being overrun by the supporting infantry. In this case a tank is given a simple Guard waypoint. Set the options to: open fire engage at will limited movement Aware Add a tank in editor. For my example I give it a name: bt1 Add the platoon of Infantry - 4 squads of infantry in this case. Name the <Group> squads whaterever you like. but in my example in the leaders activation fields: crm1=group this; crm2=group this; crm3=group this; crm4=group this; Now give each squad a waypoint. Use the Hold waypoint. Set the options to: open fire limited movement Aware Ok, very good you have set up the units. Now let us set up 3 triggers that will enable the Infantry to accompany the Tank wherever you send it to in your mission. <Effectively acting as infantry support for the tank. Ok the first trigger we are creating is a logic switch to enable the trigger pair we will set up later to function properly. 1st trigger set condition to true. Also make sure this trigger will only fire off once at start of the game. In activation field put: bt1pos=false; 2nd trigger must be configured to be set off repeatedly. Also give it 20 seconds for min max mid - time settings 2nd trigger set condition to: speed bt1 > 5 && !bt1pos <All this means is: bt1 is traveling at 5+km per hour and bt1pos==false> So whenever the tank <bt1> moves faster than 5km and bt1pos=false - the trigger will activate. in activation field put: [crm1,1]setWPPos [(getPos bt1 select 0)+30,(getPos bt1 select 1)+30,0];[crm2,1]setWPPos [(getPos bt1 select 0)-30,(getPos bt1 select 1)-30,0];[crm3,1]setWPPos [(getPos bt1 select 0)-30,(getPos bt1 select 1)+30,0];[crm4,1]setWPPos [(getPos bt1 select 0)+30,(getPos bt1 select 1)-30,0];bt1pos=true; ok beginning to look complicated, but if you realize what is happening - you'll soon see it's a very simple concept. I am lifting and moving 4 waypoints from the 4 squads that will be supporting the tank. I will be positioning the 4 squads waypoints to form a box around the tank. When the waypoints are moved, the game engine automatically handles movement commands for the infantry. The first of the two trigger pendulum in setup. Too complete the pendulum effect, setup trigger 3 as follows. 3nd trigger must be configured to be set off repeatedly. Also give it 20 seconds for min max mid - time settings 3rd trigger set condition to: bt1pos <All this means is: bt1pos==true> So whenever <logic switch variable> bt1pos==true - the trigger will activate. in activation field put: [crm1,1]setWPPos [(getPos bt1 select 0)+30,(getPos bt1 select 1)+30,0];[crm2,1]setWPPos [(getPos bt1 select 0)-30,(getPos bt1 select 1)-30,0];[crm3,1]setWPPos [(getPos bt1 select 0)-30,(getPos bt1 select 1)+30,0];[crm4,1]setWPPos [(getPos bt1 select 0)+30,(getPos bt1 select 1)-30,0];bt1pos=false; Note the driving force in the pair of triggers making the pendulum effect possible. trigger 2: bt1pos=true; trigger 3: bt1pos=false; Give it a try and see what happens. It should provide a good experience in a carefully balanced game. This sort of setup is not really meant for games with alot of tanks or rpg men. Enjoy! ~WW2Weasel Share this post Link to post Share on other sites