matjoa 0 Posted April 19, 2003 1. When I join several men in a group, the groupname...can be anything? or must be the name of the one member? 2. Must the name of the leader to be included in the array? or not? 3. If I have a leader with this in Initialize: "group1 = group this", then during the mission I try to join several men to that group but....the leader is dead!! What happens then? Does it work? (to me not! ) Is there any way which the join command seek another leader in the array? Bombing questions.. TIA JF. Share this post Link to post Share on other sites
Bart.Jan 0 Posted April 19, 2003 All that you need is "group1 = group this" in commander's init. Then use [sold1] join group1 to force man (named sold1) to join that group. Even with dead group leader the group name is already set to group1. Groupname is name of the group (group1) or name of one group member - it returns group name too. Share this post Link to post Share on other sites
matjoa 0 Posted April 20, 2003 Ok thank you. I'll try it again. I'll post the results. JF. Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted December 10, 2003 Remember if its a MP mission and the group is playable - if noone plays as the leader (and no AI) the init won't init. Share this post Link to post Share on other sites
Harkonin 0 Posted December 10, 2003 Even better is use [(Leader Groupname)] join blah blah. Share this post Link to post Share on other sites
toadlife 3 Posted December 11, 2003 Remember if its a MP mission and the group is playable - if noone plays as the leader (and no AI) the init won't init. I'm not sure if that's true. Init fields execute as soon as the mission is loaded (i.e. - they execute before the mission is even started). Share this post Link to post Share on other sites
Chris Death 0 Posted December 12, 2003 Quote[/b] ]Remember if its a MP mission and the group is playable - if noone plays as the leader (and no AI) the init won't init. Quote[/b] ]I'm not sure if that's true. Init fields execute as soon as the mission is loaded (i.e. - they execute before the mission is even started). I'm sure about that toadie Just start a new session in multiplayer, hop into the editor and place two loonies (grouped together). Make 'em playable, or one player one playable and put into the leader's init field: "_x moveincargo chop1" foreach units this Now add an empty chopper, named chop1 and click preview. Select the lower ranked guy and disable the leader's ai, then start the map. You will find yourself hanging around on the map, not in cargo of the chopper. Now do it again with the leader's ai enabled, and you'll find yourself in the chopper. Or just remember some guys asking at OFPEC, why the heck it its, that they assigned new group colours and call-names for their groups in the leader's init fields, but in the player selection screen it doesn't show up as changed group call-signs. ~S~ CD Share this post Link to post Share on other sites