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kibyde

Player not moving in Intro

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Hi,

 

when I made missions in Take on Helicopter I would do Intros by placing the player unit and then give it waypoints and so on. As soon as I play the intro the player would move in a first person/ third person perspective.

When I try the same thing in 3den the player is stuck and does not move. Is there anything to make him move?

 

Another problem I have is that I cannot select and work woth stationary objets like in the Take on Helicopter editor. Buildings, structures etc. had an identifier and could be used in trigger. (e.g. if oil well is destroyed mission fails) In 3den I cannot select any static objet or connect it to triggers. Is it possible to enable that feature?

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I'm not sure about that one since I build me intro's directly into me mission main file...

And when a mission gets to crowded I just delete or deactivate (hide) the AI who ain't in visual range.

(for example back at base, if you only come from there once you could delete everything if you don't return within that mission... after-all you men are on foot.)

Or when it gets close to the end just open a new mission and line them up at the end.

A good example for this is the SP campaign from Bohemia themselves ...

While you at your base it doesn't act like anything else than a mid mission with all the other missions branching off that.

 

There is a way to find out the ID's of the static objects and work with that, but being honest why the headache in the first place?

Gass stations are an exception to this then but for all objects out in the world you got your empty objects tho which do can be used.

Just give them a name and work with that in you'r trigger for example (say we have to protect a radio tower) if radio tower is dead (broken) hit trigger fail.

If radio tower is still alive after 5 minutes trigger task succeeded...

 

You got mods tho that add buildings which can't be placed down directly in the base game, though the way I said before but just making it easier for you since you don't have to go through all the ID bullshit.

These mods are also independent since they only use assets that are already in the base game so people playing you mission don't need an extra mod, just you do for editing it.

I don't know exactly the names since it was a long time ago I've used them I suggest you have a look on : http://www.armaholic.com/list.php?c=arma3_files_addons_objects

 

 

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