Jump to content
Sign in to follow this  
KaRRiLLioN

How can i have buildings show up as enemy targets?

Recommended Posts

I'm making some bombing missions and I want to use some buildings as targets. The F-15 and the F-18 can lock onto ground targets that are vehicles, and occasionally I can get them to lock on to some buildings, but I need the buildings to show up as enemies on the radar so they can be targeted more efficiently.

I've been thinking of using the "LaserTarget" but even though I Camcreate it, I don't see any red blips on the radar. I've read here and in the OFPEC forum about the "LaserTarget" but none of them really went into making the dot show up as a red blip on the radar.

I don't want to use AI with LaserDesignators, rather I'd like to have the LaserTarget created in the position of the each building so there'd be a targetable red blip there.

Does anyone else have any better ideas about how to do this? BTW I'm using createvehicle to make the houses since I have them created at random places where you have to hunt for them. Otherwise I would probably try changing the SIDE information in the mission.sqm. With the createvehicle method, I can't do that.

Share this post


Link to post
Share on other sites

You should be use addon building that have building for each side, if you want to create and target (with radar) them dynamicly.

I've never seen an other solution ... but i can make a mistake !

Share this post


Link to post
Share on other sites

Well I sort of figured that, but I was hoping to avoid using addons for the buildings. I thought that putting a lasertarget on them would be a good workaround. Unfortunately it doesn't seem to work the way I thought it does.

Maybe I need to create a lasertarget and then create a trigger or something that will show where they are.

Share this post


Link to post
Share on other sites

Doolittle, the problem with your solution is that the name of the target is not the name of the building. And when the units die, you loose the target even if the building isn't destroy.

Share this post


Link to post
Share on other sites

A setSide command would be great for this..

Share this post


Link to post
Share on other sites

add a Destroy waypoint over the building i think that will work (make sure the WP is locked on the building)

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 </td></tr><tr><td id="QUOTE">add a Destroy waypoint over the building i think that will work (make sure the WP is locked on the building)<span id='postcolor'>

Scrap that idea they just sit scratching there heads crazy.gif

Share this post


Link to post
Share on other sites

Maybe you could make two addons, one for each side, that is invisible and highly hated by the enemy. You could also make them a soft target so that radar will pick it up. Camcreate this along with the building and inside it. Make it a little stronger than the buildings that when it is destroyed the bulding definetly is also.

Just a thought.

Ben

Share this post


Link to post
Share on other sites
Guest BratZ

Back when I first got OFP I coded a RTS mission.I used the buildings that were already on sides:

There are buildings that are defined east or west

But it would be nice to be able to control sides

Share this post


Link to post
Share on other sites

I've decided just to create a new config.cpp and edit the buildings that I want to have certain properties.

Share this post


Link to post
Share on other sites

I have some invisible targets for all OFP sides .

If you place the invisible targets at the houses you should be able to do what you want. If you need them send me a PM or a mail.

Share this post


Link to post
Share on other sites

Hmmmm... If you used createVehicle only to have a random location, why not precreate the building and setPos'ing it at a random location? This way the result would be the same, and you could modify mission.sqm to set side to ennemy.

Share this post


Link to post
Share on other sites

Because there's a random number of buildings and locations. It isn't the same every time so it'll have some replayability.

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  

×