Hinny 0 Posted April 7, 2004 Okay, I want to set up a script where if me or my team are in a captured enemy vehicle we'll appear friendly to them unless we get too close. The questions I need answering is how can I make a script that checks this (bearing in mind there can will be loads of possible enemy vehicles). Also how do I then check distance from an enemy unit? I could do this if it were a specific enemy unit but what about them in general? Share this post Link to post Share on other sites
nubbin 0 Posted April 7, 2004 This has some serious potential. I'd like to see a script like this made. Share this post Link to post Share on other sites
MrZig 0 Posted April 8, 2004 Aha, try this script. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;;Make a trigger, activated by East present, on activation should be EList = thislist ~3 _list = EList _x = 0 _max = count _list #loop ~0.05 ?_X >= _max : _X = 0 _y = _list select _x ;hint format ["%1",player distance _y] ?vehicle player distance _y <5 : goto "spotted" _x = _x + 1 goto "loop" #spotted hint "You got to close to the enemy!" player setcaptive false exit Share this post Link to post Share on other sites
Chris Death 0 Posted April 8, 2004 hmm - checking the distance amongst each unit from a trigger's list can become a bit odd. Why not check if the number of units from that trigger's list, closer than 5 meters to the player's vehicle is more than 0. #loop ?"(vehicle player distance _x < 5)" count Elist > 0: goto "discovered" ~3 goto "loop" :note - i wouldn't use 5 meters, as it's very close, and it would be no problem for the player to overrun each enemy, before he's even able to target the player. ::note - Also i wouldn't use: goto "enemy", as enemy is a reserved variable. :::note - vehicle player is necessary, as the distance check will be useless, in case of the player is inside a vehicle. ~S~ CD Share this post Link to post Share on other sites
MrZig 0 Posted April 8, 2004 Er, no, actually. It works perfectly fine, I went in a UAZ, ran teh script, went to 5 metres and I got detected and got fired apon. Enemy reserved? It's not a public variable, it's only a "goto" part, those arn't public.. I don't see what you want me to do. Share this post Link to post Share on other sites
Chris Death 0 Posted April 8, 2004 errm - how comes you think i want you to do anything  OK, player distance object (in a vehicle) works in singleplayer and now. As i'm editing missions for a long time now + a lot of multiplayer stuff, all i can tell you is: unit distance unit (when having been inside a vehicle) did not work 1 1/2 year ago in multiplayer on a dedicated server. I can't tell you right now, if it's been an issue with a previous version of OFP, or with multiplayer, but it's always been my goal, not to run twice into the same mistake. Therefore i haven't tried unit distance unit without the vehicle unit a second time from there. I know nobody was talking about mp here, but ppl tend to use working techniques from sp in mp editing aswell, just to not have a clue later then, why it doesn't work anymore, as the syntax looks so fine. Therefore i started to use and to suggest rather methods, which will work for both (sp/mp), than only in sp. Now the goto "enemy" thingy; Reserved variables or command-names will cause not a problem when being used for goto's so: feel free to use reserved variables in goto statements, but i very often noticed that ppl also tend to screw their command functionality up by using reserved variables in another way than it's supposed to be. This will start with harmless goto's, and then when they don't think about it anymore, they will use same var-names for other stuff like global variables. At least it should be told to ppl, that enemy is a reserved variable, when suggesting to use it in another way. Ya know, i've been supporting a lot of ppl by solving probs for their missions in ofp now, and i've seen a lot of mistakes being made because of theories, which did work here, but not there. Sorry if you felt my post offense to you, that wasn't my intension here  :edit - ah yeah, one thing i forgot: 5 meters distance is not enough for sure The only noise i could hear when doing that was: aaaaargh, when i drove over them guys - no time for any of these enemies standing around to even think about killing me. Maybe it'll work when riding on a bycicle ~S~ CD Share this post Link to post Share on other sites
MrZig 0 Posted April 8, 2004 Yes you can run em over, BUT you don't want to because all the enemies up ahead will shoot at you, right? I think he wants to steal a vehicle and sneak past them. Share this post Link to post Share on other sites
nubbin 0 Posted April 8, 2004 Thanks both of you. About the distance - that's easy enough to edit, depending on your purposes. I wouldn't argue about that point. Question - (I haven't had time to test). After you are detected by one person, would all enemy's be aware that you are an enemy at that point? Or does each enemy have to detect you individually? Share this post Link to post Share on other sites
Rokket 0 Posted April 9, 2004 Not sure if this will help, but: Here's a lo-tech solution I tested. Wait until dusk. I drove right past gate guards and into a base at about 6:30 pm in May on Nogova. It was dark but not pitch black. I was able to get out of the truck, too. Share this post Link to post Share on other sites
somebloke 0 Posted April 9, 2004 Were u by any chance russian? Share this post Link to post Share on other sites