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Ruskiesrule

Resistance fighters in spec ops mission

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ok, The parachuted resistance fighters have to drop mines on a supply route road behind a town that is about to be taken in 10minutes (7:10). Note, mission starts at 7wow.gif0am.

They will be droped right next to two russians who will be next to a camp fire. They will have transport, this is a UAZ parked next to them.

I want the paras to be able to steel this car and for the russians to think my 3 men are friendly. This will allow them to drive to their objective road faster, but they will run into a checkpoint. where they will be discovered.

(A gaurd will walk up next to the car window and start talking in Russian (Text will be repeated in English below) and after a while of talking he will notice their uniforms, it will take him a while cuz its dark!wink.gif.

I need scripts for:

the 10 minutes before offensive (i have never made a mission that uses time more than 30seconds.)

The imunity to sentrys when in UAZ.

Imunity stops when gaurd is talking to them.

Oh, and the gaurd will give away some infomation about officers at a meeting where spec ops will attack in a later mission, you can only do this mission if you go to the checkpoint!

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I think, you don't need any scripts for your 3 wishes.

1) create a gamelogic

Now you need to create some waypoints for the gamelogic.

:note - you can create waypoints for gamelogics the same

way, as you do it for usual units.

Into the first waypoint's activation field type:

name_of_soldier setcaptive true

:note - repeat this for each of your para's, or if they are

grouped together, just use:

"_x setcaptive true" foreach units name_of_group

::note - to assign a group name, just use the leader's init

field: groupname = group this

Now use the second waypoint of the gamelogic, to be waiting

for the event, when you want the party to begin.

You can syncronize it with a trigger, or you can use a variable

in the condition field of the waypoint.

Then use the last waypoint of the gamelogic to let them

be enemies to the russians again.

onActivation: name_of_soldier setcaptive false

or: "_x setcaptive false" foreach units group_name

P.S. instead of a condition, or syncronizing the second waypoint, you can also use it's timeout fields:

max: 600 / min: 600 / avg: 600

this would let the gamelogic wait for 10 minutes at waypoint

nr. 2

~S~ CD

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still not entirly sure how to make the Gaurd talk to the 3 men in the car (this will use one .sqs full of chats and stuff) and then when he says somthing like hes noticed their uniforms he'll open fire on them!

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You can still use the gamelogic's waypoint for that Ruskie'

If i understood you right here, you want the paras be seens

as friendly, at least as long as the conversation keeps going.

In that case, just use more waypoints for the gamelogic, instead of using waypoint 2 as a condition.

e.g:

wp1 - as i wrote above = setcaptive true blabla

wp2 - condition: guys meet russian guard

:note - use whatever you want here (syncronized with a trigger which activates, once the conversation should start, or condition:

para1 distance rus_guard < 10 OR para2 distance rus_guard y 10)

wp3 - timeout 5/5/5

activation: rus_guard sidechat "blablabla"

wp4 - timeout 6/6/6

activation: para1 globalchat "blablablabla"

... and so on

wp35 - timeout 6/6/6

activation: rus_guard globalchat "hey, aren't this resistance uniforms, you are carrying?"

wp36

activation: para1 setcaptive true; para2 setcaptive true

hope this clears up now

~S~ CD

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but they don't actualy have to meet the gaurd at the checkpoint, they can avoid him and get out, how to i make it so when they exit the veichle anywhere they lose their ability to not get shot at, and if they get back in they gain it back, except for if sombody sees them do it.

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