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4C3

Is my officer too powerfull?

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Is this too PowerFull of a Unit, for a Officer that is?

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{

position[]={4449.169434,113.080551,6867.943359};

age="ACTUAL";

id=1;

side="WEST";

vehicle="OfficerW";

player="PLAYER COMMANDER";

leader=1;

rank="COLONEL";

skill=1.000000;

text="u1";

markers[]={};

init="removeAllWeapons this; this addWeapon ""Binocular""; this addWeapon ""NVGoggles""; this addWeapon ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""";

};<span id='postcolor'>

If not, what should I make the enemies be, hard to beat?? If so, should I give them the same weapon types?? Would anyone suggest makeing the AI very hard to beat??  LOL biggrin.gif

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This is for a MG...

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{

position[]={4454.315918,112.827629,6866.706055};

age="ACTUAL";

id=2;

side="WEST";

vehicle="SoldierWMG";

player="PLAY CDG";

rank="SERGEANT";

skill=1.000000;

text="u2";

markers[]={};

init="removeAllWeapons this; this addWeapon ""Binocular""; this addWeapon ""NVGoggles""; this addWeapon ""UZI""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""";

}<span id='postcolor'>

And this for a LAW Soldier...

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{

position[]={4446.400879,113.156349,6866.137695};

age="ACTUAL";

id=26;

side="WEST";

vehicle="SoldierWLAW";

player="PLAY CDG";

rank="LIEUTNANT";

skill=1.000000;

text="u3";

markers[]={};

init="removeAllWeapons this; this addWeapon ""Binocular""; this addWeapon ""NVGoggles""; this addWeapon ""LAWlauncher""; this addMagazine ""LAWlauncher""; this addMagazine ""LAWlauncher""; this addMagazine ""LAWlauncher""; this addWeapon ""UZI""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""";

}<span id='postcolor'>

...and Sniper is same as the Officers Inventory...

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Just a little hint, add one magazine before you add the respective weapon - that way the weapon is already loaded when the unit starts.

About your question - if these units are to powerfull or not just depends on the mission you want to use them in. sometimes a single sniper can be more dangerous than a whole enemy squad. On the other hand one law can kill a bmp, while a whole rifle squad wouldn't stand a chance.

Skill only affects the ai, so if these are player units the skill doesn't change anything. If its ai, then just remember that even ai at skill one can be beaten, and below 0.5 they really act a bit stupid. With a higher skill they spot you faster and shoot a bit more accurately. In my mp missions I usually use values between 0.8 and 0.6 - higher for officers and some specialists and lower for simple riflemen.

How difficult they are to beat will still depend more on your map layout, on your scripting (for example you can have the ai calling in support or withdrawing to a better defensive position), and on the players stupidity (never to underestimate;).

Better ask yourself if you want to go for realism or for arcade style gameplay. Equip the team according to that, and it will fit that kind of gameplay. Same with the enemies.

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Thanks, I noticed alot of noise.. like clips being put in guns and such when starting the Mission right off... LOL

If you want to know...  Im makeing a Jungle type Map, with back-up support and Helicopters that Taxi Back and forth, so units can leave Camp and go back to re-arm, and Get Healed if the Groups Medic got killed. It will have Troops that will be hard to beat, with there own little camp, and guarding and scouting the Woods for enemies to come and attack... of course I will have triggers to activate the enemy when your near there Camp and Territory...

Also Is there a way to quanity those extra magazines... becuase all this code typeing/Pasteing is a pain... sad.gif

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Im done with the mission I made.  Only problem is when playing online over network I noticed a out of sync problem between host and client, and that when you lead one group, the chopper thats supposed to pick that group up wont do it...  its like some sync bug...  It workes fine when you let the AI lead...  but its like the second team but not the first that has this problem.  Also my Officer was not too powerfull...  and a matter of fact I made the mission a little too hard!  lol! :o

I think my Dads getting mad at me, we have played the mission about 20 times and everytime it was not right.. or we would make it, and never be able to beat it, becuase our groups get wiped out too fast, even when we play slow and snipe out most of the enemies, but they still manage to beat us to a bloody pulp...

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Could you explain the problem a bit better plz.

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Sure...  Im makeing a mission.. and done with it for now...  But, I made 2 groups with 3 LAW Soldiers, 3 Machine Gunners, 3 Snipers 1 medic, 1 Officer, and 1 Mortor Man in each group...  and there are two BlackHawks that are supposed to pick us up... "LOAD" waypoint...  and I synced the Get In with the Load... but only one team does it perfectly when a player like me and my Dad, plays the leader on each team/group.  I would be able to make it in the chopper fine with all my men, but my Dad had problems and the chopper would leave him behind...  So Im assumeing its a snyc error of some sort when over Multiplayer!

NOTE: There are 2 choppers and each have there own pathways... so its not that either... :/ Im assumeing that helicopters dont do too well over network, becuase it works fine in single player... and also when my dad would try to tell the men to get in the chopper, they would say negative or say Cant get there.. sad.gif

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You got actualy two problems

1. Chopper insertions editing is screwed most of the time

2. A problem with transferring Command status.

I have the same problem in a co op i made. There s an M113 that s locked with you team in it. When the person that hosted the mission wasn t officer the trigger that opened the door when you arrived at IP wouldn t go. When he choose officer or higher player in command like he take 5 and the rest 6,7,8 it would work just fine.

Helo insertions are a pain to edit and it s most of the time trying different stuff untill it works.

Als, when commanding an AI group be sure to order them inside the chopper and board then. When you (as officer ) board a chopper it ll proceed to next wp. Once you ordered your men to embark it ll stay and wait till everbody is in.

Most of the time helo insertions work fine untill you start to change stuff about it. Then it s mostly screwed, even if you put everything back as it was sad.gif

If you go back into this forum (editing section ) you ll find dozens of topics about helo insertions. Those should help.

Cheers

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Yeah I noticed that too... about the Helicopter out of sync thing...  I fixed some things by un-syncing waypoints..  for instants I synced a Transport Unload with a get out  and I tell you it was not a pretty sight.. it was kind of funny at first, I would tell my guys to disembark... and all of the sudden the heli would try to take off and fly up.. and all my men would be falling like birds without wings.. LOL  and they would hit the ground and die.  What I didn't know was that changeing the Get out with Move.. and giveing it a diferrent name so it wont be Dull with just "MOVE" when you play the game... For instance the arrow says "Insertion" instead of "MOVE"  in Game...  and Sync the get out for the men in helicopter with that move rather then the transport unload and move...  that way when you tell your men to disembark.. the helicopter will land and let your guys out before getting out themselfs....  I tested it and it automatically booted me out of the chopper and decided to fly up quickly, but the men I had to tell them to disembark.. and the chopper landed and waited for them.  smile.gif

That reminds me, maybe if I dont sync the LOAD  with the GET IN and give it a time before proceeding delay, it will work properly... hmm...

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Been there done that hehe...

Only right choices are

"Load" synced with "get in"

"Transport unload" synced with "get out"

But there are tricks with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">heloname LAND "get out"<span id='postcolor'>

That needs to be put into a trigger put an invisible H and the helo should land while not powering down.

You can change the "get out" to "land" but that makes it land and put engines off.

There are loads of tricks and one is bound to work.  Only question is which one wink.gif

So try till it works is only advise i can give ya.

And search the forum to find as much alternatives possible to let a chopper land and wait for units to get out.

Cheers

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So basically you would have to make the chopper start in air for quicker transit, and have a "MOVE" waypoint, then a "LOAD" (Make it wait at least 10 seconds or 30 before departing.) Then have it "MOVE" to where it needs to go, then have a "TRANSPORT UNLOAD" (make it also wait at least 10 seconds or 30 before going on.) Then have it "MOVE" then have it cycle it all again, or have it "GET OUT" then "GUARD" your group that was in the chopper. Then make a group with a "MOVE" or something simular to get to the destination if walking a far distance... then have a "GET IN" near where the chopper does a "LOAD" and make the "GET IN" have a 10 to 30 second delay before proceeding, and then have a "MOVE" where the transport will unload you at, sync the Groups "MOVE" with the Choppers "MOVE" or "GET OUT"...

and thats how I think I would fix my own delima.. LOL

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (4C3 @ Oct. 02 2002,15:56)</td></tr><tr><td id="QUOTE">So basically you would have to make the chopper start in air for quicker transit, and have a "MOVE" waypoint, then a "LOAD" (Make it wait at least 10 seconds or 30 before departing.) Then have it "MOVE" to where it needs to go, then have a "TRANSPORT UNLOAD" (make it also wait at least 10 seconds or 30 before going on.) Then have it "MOVE"  then have it cycle it all again, or have it "GET OUT" then "GUARD" your group that was in the chopper. Then make a group with a "MOVE" or something simular to get to the destination if walking a far distance...  then have a "GET IN" near where the chopper does a "LOAD" and make the "GET IN" have a 10 to 30 second delay before proceeding, and then have a "MOVE" where the transport will unload you at, sync the Groups "MOVE" with the Choppers "MOVE" or "GET OUT"...

and thats how I think I would fix my own delima.. LOL<span id='postcolor'>

Uhm no hehe.

If you make a load wp he ll just wait in the air.

What i mostly do if i have problems.

I put the chopper on the ground and put his fuel to 0.

Then i make a trigger that activates when your officer is in the chopper and on activation it puts the choppers fuel at max.

Then for unloading if "transport unload" + "get out" doesn t work i use the trigger with the "choppername LAND "get out" thingy in it.

To put fuel in the chopper make a trigger with in the following stuff in it ( lets suggest officer is named "off" and chopper is named "uh"

On condition :

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">off in UH<span id='postcolor'>

On activation

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">uh setfuel 1<span id='postcolor'>

Hope this helps a bit.

The other trigger i don t know by hard cause i m at work and don t have my tutorials at hand.

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The "TRANSPORT UNLOAD"  haveing a Delay worked...  it worked fine, smile.gif and I did not sync anything with "TRANSPORT UNLOAD" either... smile.gif  and I imagine "LOAD" would be the same! smile.gif  I will tell you if what I said works as soon as I get back from work....  biggrin.gif

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Heres the Code....

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{

position[]={2890.041504,128.795685,8729.355469};

type="TR UNLOAD";

synchronizations[]={};

class Effects

{

};

timeoutMin=5.000000;

timeoutMid=5.000000;

timeoutMax=5.000000;

showWP="NEVER";

};

class Item5

{

position[]={2889.986572,128.785599,8729.591797};

type="GETOUT";

synchronizations[]={9};

class Effects

{

};

showWP="NEVER";

}<span id='postcolor'>

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ok this worked! smile.gif

This is for The Infantry Group...

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Waypoints

{

items=10;

class Item0

{

position[]={4462.553223,112.362068,6897.287109};

placement=2.000000;

combatMode="WHITE";

formation="COLUMN";

speed="FULL";

combat="SAFE";

description="Take Ammo If Needed";

expActiv="120 FadeSound 0.01";

synchronizations[]={};

class Effects

{

soundEnv="Hills";

};

timeoutMin=30.000000;

timeoutMid=30.000000;

timeoutMax=30.000000;

showWP="NEVER";

};

class Item1

{

position[]={4244.914551,116.737495,6996.925781};

combatMode="WHITE";

formation="LINE";

speed="FULL";

combat="AWARE";

description="Wait For Chopper";

synchronizations[]={};

class Effects

{

};

timeoutMin=45.000000;

timeoutMid=45.000000;

timeoutMax=45.000000;

showWP="NEVER";

};

class Item2

{

position[]={4244.991699,116.739136,6996.916504};

type="GETIN";

combatMode="RED";

formation="COLUMN";

speed="FULL";

combat="SAFE";

description="Get In Chopper";

synchronizations[]={33};

class Effects

{

};

timeoutMin=30.000000;

timeoutMid=30.000000;

timeoutMax=30.000000;

showWP="NEVER";

};

class Item3

{

position[]={2890.175781,128.801163,8729.453125};

description="Insertion";

synchronizations[]={7};

class Effects

{

};

timeoutMin=30.000000;

timeoutMid=30.000000;

timeoutMax=30.000000;

showWP="NEVER";

};

class Item4

{

position[]={3118.380859,180.092041,8699.031250};

combatMode="RED";

formation="LINE";

speed="FULL";

combat="COMBAT";

expActiv="240 fadeMusic 1";

synchronizations[]={6};

class Effects

{

track="Track15";

};

showWP="NEVER";

};<span id='postcolor'>

And this is for the Choppers...

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={23.999405,0.179207,12099.034180};

azimut=150.000000;

special="FLY";

age="ACTUAL";

id=11;

side="WEST";

vehicle="UH60MG";

player="PLAY G";

leader=1;

rank="COLONEL";

skill=1.000000;

text="MG01";

markers[]={};

};

};

class Waypoints

{

items=9;

class Item0

{

position[]={361.403809,9.436316,11474.113281};

combatMode="BLUE";

speed="NORMAL";

combat="SAFE";

expActiv="180 fadeMusic 0";

synchronizations[]={4,5};

class Effects

{

cameraEffect="AroundAndZoomINSlow";

cameraPosition="LEFT TOP";

track="7thLifeless";

};

timeoutMin=15.000000;

timeoutMid=15.000000;

timeoutMax=15.000000;

showWP="NEVER";

};

class Item1

{

position[]={4244.959961,116.738251,6996.880859};

combatMode="RED";

speed="FULL";

synchronizations[]={};

class Effects

{

};

showWP="NEVER";

};

class Item2

{

position[]={4244.992676,116.739136,6996.913086};

type="LOAD";

synchronizations[]={};

class Effects

{

};

timeoutMin=30.000000;

timeoutMid=30.000000;

timeoutMax=30.000000;

showWP="NEVER";

};

class Item3

{

position[]={4244.935059,116.737808,6996.901367};

synchronizations[]={33};

class Effects

{

};

showWP="NEVER";

};

class Item4

{

position[]={2929.498291,131.975708,8634.330078};

speed="FULL";

combat="AWARE";

expActiv="240 fadeSound 1";

synchronizations[]={};

class Effects

{

soundEnv="Combat";

};

showWP="NEVER";

};

class Item5

{

position[]={2890.041504,128.795685,8729.355469};

type="TR UNLOAD";

synchronizations[]={};

class Effects

{

};

timeoutMin=5.000000;

timeoutMid=5.000000;

timeoutMax=5.000000;

showWP="NEVER";

};

class Item6

{

position[]={2889.986572,128.785599,8729.591797};

type="GETOUT";

synchronizations[]={7};

class Effects

{

};

showWP="NEVER";

};

class Item7

{

position[]={2890.230713,128.800354,8729.600586};

combatMode="RED";

formation="LINE";

speed="FULL";

combat="COMBAT";

description="Scout for Enemy Units";

synchronizations[]={};

class Effects

{

};

timeoutMin=30.000000;

timeoutMid=30.000000;

timeoutMax=30.000000;

showWP="NEVER";

};

class Item8

{

position[]={4463.962891,112.249329,6863.561523};

id=41;

type="GUARD";

combatMode="RED";

speed="FULL";

combat="STEALTH";

synchronizations[]={};

class Effects

{

};

showWP="NEVER";

};<span id='postcolor'>

And this is how I got it to work... smile.gif

Now all I got to do is figure out how to make a chopper taxi back and forth, and allow MP's over net get in choppers, and get out without syncing in my next mission.... :o

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lol

You could also told that by just saying you put 5 and 30 second timeouts in their properties instead of copy pasting all the stuff from the mission.sqm tounge.gif

Great to hear it works

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Now I have another problem... How do I tie a choppers landing to a H or H (Invisible)... and If I can tie them.. will it make the choppers land exactly ontop of the area where the H is?? and whats the difference between a viewable H and Invisible one... do they both work the same just one is not shown??

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You cannot tie it to the "H".

But if an H is in the vincinity of the landingspot it normally always lands on the H.

There s no difference between visible or invisible H.

It s just to define the landingspot more accurate. I mean, it would look silly if there s a helicopter landingplace on the middle of a battlefield.

If he doesn t want to land on it, i can be you put it between obstacles and AI doesn t want to land between obstacles that much. Even if you can land two choppers on that space, AI still -most of the time- needs wide open space to land on.

Cheers.

Try moving H to more open space.

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Thanks Man! smile.gif I'll have to try it... but it would be so much cooler if they landed on the Bases H I created where you start at! confused.gif and Yes they are between Obstacles the buildings so to say on the Base...

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