Ruskiesrule 0 Posted October 27, 2002 ok, Band of brothers is on the TV, so i just want to add a para mission that looks kinda like it! I want a load of chinooks to be flying along, and after they reach a certain point a load of MGs on the ground start shooting upwards, they arn't really supposed to hit! They're just supposed to create the effect of a shit load of MGs on the floor. After a while one of the Chinooks will burst into flames and fall to the ground (this chinook will be right next to the players chinook and will scare the pilot shitless!, the pilot will give the green light and the paras will jump out! When the player is orderd to jump out, the chinook will explode killing hi squad! the player will now be by him self and will meet up with a higher ranking squad member, the player will help him and they will begin to find more squad members. So, how do i all of these general things. Share this post Link to post Share on other sites
Harnu 0 Posted October 27, 2002 So your basically asking someone to tell you how to create an entire mission? WHy not just ask someone to do it for you? What your asking may only be moderately hard, you can figure it out. How much experience with the mission editor do you have? Share this post Link to post Share on other sites
Ruskiesrule 0 Posted October 28, 2002 mission editting, lots scripting, almost none! i was actualy kinda scared of scripting, and before i worked out how to use syncronise i used to increase units jurneys so they would get their just on time! and it isn't the whole mission, i'm pritty good with mission where you have to follow a very strict path. I just need the scripts or methods to make AI fire aimlessly into the air and only hit the chinooks every so often! Share this post Link to post Share on other sites
Harnu 0 Posted October 28, 2002 I don't use scripting either, well not yet atleast. Very confusing to me. To get the firing effect, you could use the other chinooks as dummies. Just having the Mg's target them instead of you. You could also use some dofire commands, but I've never used those so I can't help ya there. Making the chopper next to you blow is as simple as a trigger. Once you get to the spot you want it to blow, place a trigger there and do the setdammge 1 or camcreate a maverick on it. Then, making your chopper blow after you eject, hmm let me think for a sec. Isn't there some sort of like player=false command you could do on the chopper for when the player isn't in there anylonger it would activate a trigger that would blow the chopper. I'm not sure at the moment, I'm a bit tired and have school tommorow so I gotta get to bed soon. I'll help ya out more later in the week when I can think straight. Share this post Link to post Share on other sites
BaronVonRed 0 Posted October 28, 2002 This is fairly simple; do <chinook1 allowdammage false> Then use <sold1 dofire chinook1> Use <time> to determine how long you want this to happen, or just synchronize to the chinook's waypoint and use <chinook1 setdammage X> where X is the amount you want it damaged (0=none, 1=dead). Hope some of that made sense... Share this post Link to post Share on other sites
Sir stats worthy 0 Posted October 28, 2002 Yo BaronVonRed! Are you saying that the <this allowdammage false> makes the unit invinsible? Share this post Link to post Share on other sites
Balschoiw 0 Posted October 28, 2002 allowdammage false does not work. It only worked with some demo units... create some Game logics and move the up to the sky in the near of the helos. Now tell the gunners to target Game logic and let them shoot at them. After some time you can let a heatShell camcreate at the 2 helo besides you and bring it down. After player is not inlist vehicle (paradrop) wait for 2 or 3 seconds and bring the helo down with the same methos mentioned before. Share this post Link to post Share on other sites
Sir stats worthy 0 Posted October 28, 2002 You seem to be good at this. Amazing! Share this post Link to post Share on other sites
BaronVonRed 0 Posted October 28, 2002 Sorry, I was not aware the allowdammage did not work anymore. It's been a while since I used it. You could also consider using a timer to clear the damage every few seconds or a trigger setup like: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> condition: (chinook1 getdammage < .8) #i think it's getdammage??? frequency: repeat on activation: (chinook1 setdammage 0) <span id='postcolor'> I guess you could also setup the same thing on the Chinook's waypoints, provided it lived that long. Share this post Link to post Share on other sites
NinjaKid 0 Posted October 29, 2002 create some Game logics and move the up to the sky in the near of the helos. Now tell the gunners to target Game logic I tried this on one of my levels but the gunner just shoots the helicopters. How exactly do i get the Game Logic to hover in the sky? & howcome i can never get the DoFire command to work properly? Share this post Link to post Share on other sites
Balschoiw 0 Posted October 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How exactly do i get the Game Logic to hover in the sky?<span id='postcolor'> With a setpos / getpos loop that pins it to a certain spot on the sky. Another idea would be to bind the GameLogic to a helo so it keeps moving with the helo. The coords ofcourse need to be offset so the game logic is right or left , in front or behind the helo. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">howcome i can never get the DoFire command to work properly<span id='postcolor'> No idea. It works good for me. Only take care that the gunners are not able to target on their own and add ammo ONLY if the the desired target is targetted. Make AI stupid. That´s it basically. Share this post Link to post Share on other sites