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Mapfact tripwire flare

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I'm using some addon from Mapfact in a mission.

Don't ask me which pack it is because I simply don't know (it's part of my clan's server addon-pack). So I don't have a readme for it either.

I'm using Mapfact Objects-> Mine\Flare mine.

Is there any way to detect when a tripwire has been triggered?

Would be useful so I can send a patrol over to the area to investigate.

Inflamed does'nt work with this addon.

Thanks smile_o.gif

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Unfortunately not. AI won't detect the light, only humans. The most you can do with that flare trap is use it for a mission where you detect where the enemy is coming from or use it to scare the player into thinking the ai might respond to the flare, but in actuality i don't see any way they can detect it on their own.

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I know the AI does'nt see the flare itself. I'm just wondering if I can get the tripwire addon to return a boolean expression so I can script the rest.

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Guest [B.B.S.] T_D

Maybe you can work with the onflare.sqs

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Guest [B.B.S.] T_D

You could also take the script that is used by the tripwire.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? !(local player):exit

_Mess = "HeliHEmpty" CreateVehicle [0,0]

_L1 =(_this select 0)

_D = getdir _L1

_R = 0

#Zut

~0.0001

? _R == 1 : _W = _D + 90;_R = 0;goto "Weiter"

? _R == 0 : _W = _D - 90;_R = 1;goto "Weiter"

#weiter

_X = (getpos _L1 select 0)

_Y = (getpos _L1 select 1)

_Z = (getpos _L1 select 2)

_J = nearestobject [_X+ (sin _W * 4),_Y+(cos _W * 4),_Z]

_Mess setpos [_X+ (sin _W * 4),_Y+(cos _W * 4),_Z]

? ((_J distance _L1) + (_J distance _Mess)) < 4.5 and _J != _L1 and Speed _J > 0 or getdammage _L1 > 0 or _L1 animationPhase "aus" > 0 :goto "Ende"

? _L1 animationPhase "Leucht_Mine" == 1 :goto "Warten"

goto "Zut"

#Warten

@ _L1 animationPhase "Leucht_Mine" == 0 or not alive _L1

_L1 setdammage 0

? not alive _L1:exit

goto "Zut"

#Ende

deletevehicle _Mess

;write here what you want when the tripwire was activated

activate the script with the name of the mine:

[mine] exec "script.sqs"

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Did you try this:

Name the mine (mine1); set a trigger: radius 0, Condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">not alive mine1

On Activation: ...

This worked fine for me in a SP-Mission, but i've no idea if this will work in MP, too.

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very nice boys. Good for an assault mission of a heavily fortified fortress. those are my favorite types of missions.

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Did you try this:

Name the mine (mine1); set a trigger: radius 0, Condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">not alive mine1

On Activation: ...

This worked fine for me in a SP-Mission, but i've no idea if this will work in MP, too.

<span id='ME'><center>Shadow slaps himself</center></span>

Never thought of that.

Thanks smile_o.gif

If it works in SP it works in MP.

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You are welcome  smile_o.gif

btw: This should work for all types of JörgF's nice mines. Just too bad, that the Claymores get a little bit laggy when they explode sad_o.gif

MfG MEDICUS

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Yeah, same issue with CoC's bettys.

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