Agua 0 Posted June 7, 2003 unpredictable? Here's the situation. I've got units that I want to join me when I get within, say, 50 meters of each individual unit. However, due to the fact the units that I want to join the player's group paradrop, those units' positions are different with each replay of the mission. Therefore, I can't use a regular trigger with a join command. I need something that is the equivalent of a proximity based trigger which moves wherever those units that I want to have join the player's group are located rather than a trigger which is in a set location. Anyone know how I to pull this off? Share this post Link to post Share on other sites
Harnu 0 Posted June 7, 2003 For SP try: Name your guy "Person1" for example Trigger 1 Anybody Present OnActivation: [this] exec "join.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #start Dude1 = _this select 0 Dude2 = Person1 ?(Dude1 = Dude2):exit ~.01 #join [dude1] join Dude2 ~.01 #exit Dude1 == objNull exit If that doesn't work I think it should be something along those lines. Tell me what errors you get if your use this script. It's right off the top of my head so it's gonna need tweaking. Share this post Link to post Share on other sites
RED 0 Posted June 7, 2003 There are quite a few errors in that script Harnu, try using this one: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 #loop ~1 ?(_unit distance player) > 50: goto "loop" [_unit] join player Activate the script with the following: [unitname] exec "scriptname.sqs" RED Share this post Link to post Share on other sites
Harnu 0 Posted June 7, 2003 Quote[/b] ]There are quite a few errors in that script Harnu, try using this one: Just a few? Fine give him the answer. No one else likes fiddling till it works Share this post Link to post Share on other sites
BronzeEagle 2 Posted June 7, 2003 I wonder which one works. Anyhow that'd be great for those cases when theres a moving hostage. It'd be neat if the hostage just kept moving all over the map. in the back of trucks n stuff. Share this post Link to post Share on other sites
Agua 0 Posted June 7, 2003 Thanks for the responses guys. RED, that one works close enough to what I want that I can fiddle around and make something work from there. Actually, it does exactly what I want, I just need to delay the execution until the player is on the ground. I think I can fiddle around with something to take care of that portion. BronzeEagle - it would work as is for what you suggest. Pretty neat script, huh? Thanks again RED. Share this post Link to post Share on other sites
Drinker 0 Posted June 7, 2003 There's another way, just one script, works also for constantly moving units execute this script just 1 time, put-> this exec "script.sqs" in the init of one unit example script.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _distance=50 \\set join distance _Unitarray=[unitjoin1,unitjoin2,unitjoin3] \\names of units that will join the player #start ? (count group player == 12):goto "fullGrp" \\if you already have 11 soldiers in group _cu=0 ? (count _Unitarray == 0):exit \\end script when all units joined player #loop _unit=_Unitarray select _cu ? !(alive _unit):_Unitarray=_Unitarray-[_unit];goto "notjoin" \\dead unit will not join ? ((_unit distance player)>_distance):goto "notjoin" [_unit] join player _Unitarray=_Unitarray-[_unit] #notjoin _cu=_cu+1 ? (_cu<count _Unitarray):goto "loop" goto "start" #fullGrp player sidechat "You already have 11 soldiers in group" @ (count group player < 12) goto "start" this should work Share this post Link to post Share on other sites
Agua 0 Posted June 8, 2003 Damned Drinker! That's nice too man. Gives some good feedback. Thanks. Share this post Link to post Share on other sites