RAMBO 0 Posted July 1, 2002 I'm making a mission in which the Russians invade a town, and the civilians run for protection in the next town which is guarded by US trroops. Now My problem is, that when I set AI commander I need him to call for radio support when he sees, for example, more then 20 enemy troops. Then I also want him able to make a radio call on a certain waypoint or trigger. What is the command to make him use RADIO ALPHA or BRAVO or ......... and how can I make him detect certain number of enemy? N.B. there will be about 5 enemy squads around. Thanks Share this post Link to post Share on other sites
RAMBO 0 Posted July 2, 2002 WELL?? NO ONE KNOWS? Can't anyone help me? Share this post Link to post Share on other sites
LauryThorn 0 Posted July 2, 2002 About that "count detected enemies" thing.. Do you have any ideas yourself? I was thinking, that maybe you could solve your problem like this.. Name those enemy squads, and the AI commander. Then make a script in which you check how many soldiers of those squads have the cmdr spotted </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;; How many enemies can ai_cmdr spot without making ;; a call for support _limit = 20 ;; The time that the script should sleep between the ;; calculations _sleep_time = 5 #loop ~_sleep_time ;; Count how many units of squad 1 has ai_cmdr spotted _s_1 = "ai_cmdr knowsAbout _x" count units enemy_squad_1 _s_2 = "ai_cmdr knowsAbout _x" count units enemy_squad_2 _s_3 = "ai_cmdr knowsAbout _x" count units enemy_squad_3 . . . ;; sum all the spotted enemies _total_enemies_spotted = _s1 + _s2 + _s3 + ... ;; if condition not met, continue looping. ?( _total_enemies_spotted < _limit ) : goto "loop" ;; Set a global variable true, make a trigger to do the ;; actual call for support ai_call_for_support = true <span id='postcolor'> Notice that this is just an idea, but I hope it helps.. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">What is the command to make him use RADIO ALPHA or BRAVO or .........<span id='postcolor'> Why do you want him to use radio? AI can't "use" radio. When player uses Radio Alpha for example, it just makes some variable come true, and that generates some events, like reinforcement squad moving, radio message playing.. What exactly do you want to achieve with that radio call? Share this post Link to post Share on other sites
RAMBO 0 Posted July 2, 2002 Well, ok then I'll make it with a trrigger, that when they detect enemy the variable becomes true and the waypoint were they wait to be called I'll make it expected. But 1 thing, in MP mode I want the Allies Leader to use radio, now if I use radioo for MP in the Waypoints of the support I need to make ( for example gogo==1 ) , should I make another trigger (like the RADIO ALPHA , in which there's GOGO=1 ,in activation ) as EAST DETECTED by WEST and on Activation I make GOGO=1 ? Share this post Link to post Share on other sites
Chris Death 0 Posted July 2, 2002 Hi Rambo, tell me by using the messenger what time of day (and what timezone you live in) you are online. I'll tell ya on icq something more about how to solve it. ~S~ CD Share this post Link to post Share on other sites
beno_83au 1369 Posted July 3, 2002 Well, for the radio, what you do is this; Say the commanders name is cmd. In the triggers/waypoints initialization type: cmd sidechat "Hey, I need some help."; or whatever. I think there's other chat commands but I dunno, that one works for me. I think the "" gotta be there too. Hope that's what you were looking for. Share this post Link to post Share on other sites
RAMBO 0 Posted July 3, 2002 Hey out there, Can no one give me an exact script to put in Trigger to count the enemy?? Share this post Link to post Share on other sites
Chris Death 0 Posted July 3, 2002 Rambo - if you remember, what we discussed earlier, TriggerA: east detected by west - once - don't forget to name the trigger TriggerB: condition field: count list TriggerA == 20 I've just tried it and the triggerB becomes active, as soon as 20 units were detected inside Trigger A's area ~S~ CD :edit: off course, if you want to have more than 20 units to be detected, to activate the trigger, then you need: count list triggerA == 21 Share this post Link to post Share on other sites