mk82 12 Posted February 9, 2014 Hello, I wan't to make a mission where you have to observe an enemey outpost until a high ranking officer ("guba") apperas on the scene by jeep ("uaz"). The officer will leave the jeep and inspect the outpost. After that he'll go back on the jeep and proceed on his route. Player has to eliminate the officer, when he insepects the outpost. But there is an obstacle: When the enemy detects you before the officer arrives, he'll cancel his visit, turn around and get back to his first location. I think that it would be the best solution to make a script that creates the officers waypoints. How can I give my officer ("guba") a simple "move"-waypoint? How can I give him a waypount "getout" / "getin" vehicle "uaz"? Share this post Link to post Share on other sites
-rageQuit- 10 Posted February 9, 2014 Waypoints can't be created - they can be moved or bypassed. That means you have two choices: 1. Waypoints & Switch Trigger Lay out the whole path for the general in waypoints, but at the end add the escape route you want him to take. Make a trigger connected to the waypoint immediately before the escape route, make sure it is of the 'switch' type and will be tripped once the player is detected. When that happens, the general will skip his normal waypoints and go down the escape route. 1.b. Use <general name> allowFleeing 1 - he should run away to his first waypoint, I think. 2. Script everything No waypoints, just a long list of commands, eg. <general name> doMove (getPos) <general's uaz> <general name> assignAsDriver <general's uaz> [<general name>] orderGetIn true <general name> doMove <coordinates> / getMarkerPos "<markername>" / getPos <object eg. Game Logic> unassignVehicle <general name> Share this post Link to post Share on other sites
mk82 12 Posted February 9, 2014 I tried 1.b, but did'n work. What do you mean with "make sure it is of the 'switch' type"? Maybe I'll try to script everything, but waypoints would make thinks easier, I think. Share this post Link to post Share on other sites
-rageQuit- 10 Posted February 10, 2014 (edited) (https://community.bistudio.com/wiki/File:OFP_editor_triggers.jpg) Trigger "Type" is half-way down, on the left. It's a drop-down menu; in the image above it currently reads "None". Edited February 10, 2014 by -rageQuit- Share this post Link to post Share on other sites
mk82 12 Posted February 11, 2014 Great. Never stop learning. :) Share this post Link to post Share on other sites