belinned 0 Posted November 26, 2001 In a mission I want east to liberate a prisoner and bring him back to a village. But how can I make a trigger to detect the prisoner in the village and end the mission? Share this post Link to post Share on other sites
Intruder 0 Posted November 26, 2001 Make your last WP in the village, and in the activation field of that WP type something that will activate a trigger like arrived=true Then make a trigger (set axis to 0,0), make it an END1, in the condition field type arrived AND alive unitnameofprisoner The trigger shoud activate only when the player has arived at the last WP and the prisioner is alive. (Edited by Intruder at 2:16 pm on Nov. 26, 2001) Share this post Link to post Share on other sites
belinned 0 Posted November 26, 2001 It doesn't work. When they arrive in the village nothing happens (Edited by belinned at 3:02 pm on Nov. 26, 2001) Share this post Link to post Share on other sites
Intruder 0 Posted November 26, 2001 My mistake, don't make the trigger a switch, set it to END1. Type in the trigger condition field: arrived AND alive unitname Share this post Link to post Share on other sites
belinned 0 Posted November 26, 2001 Thanx, It really works! Share this post Link to post Share on other sites
belinned 0 Posted November 26, 2001 Another problem! I wanna search the captive in another town. If I find him, how can I make him follow me? I tried join and lead, but then I find the prisoner to easy. I automatically join him and can give him commando's even I didn't find him. Share this post Link to post Share on other sites
Intruder 0 Posted November 26, 2001 This is a little more complicated, I haven't tried it, but I found this in Lustypooh's Command Refference manual. KnowsAbout Description: Tells how much one unit knows about another. Syntax: Unit1 KnowsAbout Unit2 Unit1 is the name of a unit Unit2 is the name of another unit Returns: Value between 0 and 4. 0 means Unit1 does not know about Unit2 4 means Unit1 knows exactly where Unit2 is, and what he is. This value will decrease over time and distance. Will also lower if unit1 is not in view of unit 2 (i.e. behind bushes). Example: ?(MyEnemy KnowsAbout MyGuy > 2): exec "soundalarm.sqs" you may have to write a script to make the prisioner join the player, and activate it with the command above. Share this post Link to post Share on other sites
belinned 0 Posted November 26, 2001 WAW, thanks, But I'm afraid that's to complicated for me. Share this post Link to post Share on other sites
Intruder 0 Posted November 26, 2001 The join and lead method that you used is the easiest, but the least realistic, it depends on what type of mission you hope to make. Realistic missions will contain scripts. Share this post Link to post Share on other sites
belinned 0 Posted November 26, 2001 Eureka. Without scripting!! Well I've made two waypoints for the sergeant (searching the prisoner) and for the prisoner. The sergeant: two waypoint-> join and lead. (the first waypoint as condition ser knowsabout prisoner >=4) The prisoner: two waypoints->move (in the first waypoint as condition prisoner knowasabout ser >=4) Well, what happens: the sergeant needs to be very close to the prisoner before he can join and lead!!! Easy and without scripting Share this post Link to post Share on other sites
Intruder 0 Posted November 26, 2001 Nice one :biggrin:! Share this post Link to post Share on other sites