Jump to content
Sign in to follow this  
Onkel mac

Is a mine deactivate?

Recommended Posts

In mission a group has to clear a minefield with ten mines. I would like a counter be shown and count down from ten to zero. When the group has cleared the minefield 8zero is shown, the tanks will be able for support.

My questions!

How can a receive intructions that a mine is deactivated?

Onkel Mac

Share this post


Link to post
Share on other sites

My question: Can mines be deactivated at all ?

i would do it like this. place the mines. Set triggers small sized around them and and whenever a unit or the player comes on the small trigger remove the mine from map and hint onscreen

In addition name the triggers like mine1, mine2, mine3....

Or add a little script that adds an Action commando for player within every trigger. if Action is called use an animation that makes the soldier go down and makes him look like he´s fiddling around with something. remove the mine scripted and remove the action command also. So whenever player enters a hot zone (mine) he will be given an action command to disable the mine and it will look like he´s disarming it and it is removed.

Place another trigger, activation noone, condition: mine1, mine2, mine3.........

So the trigger will only fire when all mines are removed respectavly all triggers with mines fired. Sync that with the radio or wp for the tank team.

Share this post


Link to post
Share on other sites

Thanks for your reply!

When you come close to a mine you will get the Deactivate command. I´m trying to create a Cooop mission and it will be some of the players obective to disarm the mine. Your suggestion is one solution but it is not solves my problem.

Thanx anyway!

Onkel Mac

Share this post


Link to post
Share on other sites

Another way :

Make disarm action enabled from start of mission and use one public variable for counting mines. (mines=10).

Script for disarming action :

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

?!(player distance nearestObject [player,"Mine"]<1.5):exit

deleteVehicle nearestObject [player,"Mine"]

mines=mines-1

<span id='postcolor'>

Then make trigger that checks mines==0 or include it into disarm script.

There you can remove disable action and start tank moving.

With my version you can have random position of minefield and mines. One disadvantage is that you may have only one minefield.

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Nov. 27 2002,17:18)</td></tr><tr><td id="QUOTE">if Action is called use an animation that makes the soldier go down and makes him look like he´s fiddling around with something.<span id='postcolor'>

Is it possible to make player's soldier to do some movement by switchmove or playmove ?

Share this post


Link to post
Share on other sites

nah but this can be done with a trick. beam a unit to actual player pos and use a cam plus blackout/in and a little script to make it look like the player does defuze the mine.

The player person in exchange will be beamed to a spot where he is safe and with the end of the defuze anim and a nice blackout/in beamed back to it´s original position.

Share this post


Link to post
Share on other sites

Yea, I know but you must pay attention on details - face, weapon, damage. I hoped there is same way I don't know about. smile.gif

Share this post


Link to post
Share on other sites

There must be a away of doing that, I will look into it tonight.

You do mean like the "Take flag" animation right?

RED

Share this post


Link to post
Share on other sites

Thanx for all youar replys!

I seams to be more complext than I thought. Thanks anyway!

Onkel Mac

Share this post


Link to post
Share on other sites

some of the new commands are helpful with these things:

xx = _myunit saveStatus "NameOfArray"

Saves status of _myunit within the array „NameOfArray“.

xx = _myunit loadStatus "NameOfArray"

Loads and assigns the previously saved „NameOfArray“ to _myunit.

xx = _myunit saveIdentity "NameOfArray"

Saves identity of _myunit (name and face). Using saveStatus the identity will be automatically saved also.

xx = _myunit loadIdentity "NameOfArray"

Loads and assigns previously saved identity to _myunit. Using LoadStatus this will be done autmatically.

These commands are in general very helpfull for cutscenes the player is actor in.

And RED has a go for a great idea once again, as the animation works in CTF´s, so why shouldnt it work in a SP or MP map ? biggrin.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×