exigent 0 Posted July 29, 2005 I have a mission, where a group of 12 SEALs are searching a town and are about to get ambushed from a hill. Well i want one of my seals memebers to already placed and ready stachel charges. Basically: 1. How can i have stachel charges already placed on the hill and ready for detenation, so that one of seal team members (which will be me) will have a detinator ready to set of the charges once they see the enemy? 2. Is there an addon i can download that has a bigger expolsion than the stachel charges? Not like a nuke or anything, but very powerful C4? Now so far i used thiis trigger: Boom="HEAT105" camcreate [getpos mine1 select 0, getpos mine1 select 1] But the expolsion was to small, it would only take out maybe 2 people, wouldn't even disable a 5t truck. So i tryed this: Boom="PipeBomb" camcreate [getpos mine1 select 0, getpos mine1 select 1] But then it wouldn't expolde, i wan't to know how i can add a detenator for that charge on one of my seals or a different way? Share this post Link to post Share on other sites
klavan 0 Posted July 29, 2005 1 There's no way you can place a "ready to use" satchel carge, but you can create it (rough example): _preplacedmine = "Weaponholder" createVehicle [getPos object select 0, getPos object select 1, getPos object select 2] _preplacedmine AddMagazineCargo ["pipebomb",1] However, if I'm not wrong you have to pick-up the charge and to place it on the ground again and then activate it. It's like creating a crate frome where you can pick the specified magazine. 2 Try this script: http://www.ofpec.com/includes/download2.php?id=867 Klavan Share this post Link to post Share on other sites
exigent 0 Posted July 29, 2005 Do i put: _preplacedmine = "Weaponholder" createVehicle [getPos object select 0, getPos object select 1, getPos object select 2] in a trigger? Also do i have to replace weaponholder with anything? Do i put: _preplacedmine AddMagazineCargo ["pipebomb",1] in the int. line of the soldier? Thanks a lot. Share this post Link to post Share on other sites
klavan 0 Posted July 29, 2005 The example above is usefull for scripting. Try to put the followings in the init field of a trigger after removing the "_" before the variable's name: preplacedmine = "Weaponholder" createVehicle [getPos object select 0, getPos object select 1, getPos object select 2]; preplacedmine AddMagazineCargo ["pipebomb",1] "Weaponholder" is the default name for this kind of item: it says to OFP to create a "crate" you can fill with primary weapons, handguns and magazines If you want to put a secondary weapon (like a LAW or a RPG) in it you have replace "Weaponholder" with "SecondaryWeaponholder". You haven't to change it in any other way. Another explanation here: http://www.ofpec.com/editors/browse_kb.php It's the fifth from the top of the list. Klavan Share this post Link to post Share on other sites
exigent 0 Posted July 30, 2005 Aright will do, thanks. Share this post Link to post Share on other sites
sanctuary 19 Posted July 30, 2005 A little trick Create this simple script, name it <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">satchtrick.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">EnableRadio FALSE "SoldierWSaboteurPipe" createUnit [satchlocation,group player,"this setcaptive true;BOB=this;this setbehaviour {CARELESS}",0.8,"PRIVATE"] ~0.5 BOB fire ["put","pipebomb"] ~1.5 BOB setpos getpos player BOB setcaptive false BOB setbehaviour "AWARE" ~2 EnableRadio TRUE exit Instead of SoldierWSaboteurPipe (that's a default West blackops that have pipebomb satchel and not timebomb satchel) , put the classname of the SEAL unit you are using (be sure the unit you create has a satchel , else edit the createunit line to give the soldier at least one) . The EnableRadio is there to prevent the "teleported" unit to report in audio to the player that he has noticed enemy units. Shorter the delays and the unit will be teleported back to you without having finished to put the satchel not put , and so the satchel will end in your own feet instead of the desired location. In the editor , do not make a 12 SEAL squad with you as officer leading them , make only a 11 SEAL squad on your init line, put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "satchtrick.sqs" Create a gamelogic at the location you want the satchel to be put, name this game logic <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">satchlocation so once the game is launched, a totally peacefull Seal unit will be created he will not be targeted by any enemy around will be created on the location you want, he will put a satchel then will be teleported back to your location. In a trigger or a script , when you want this soldier to make the satchel exploding, put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BOB action ["touchoff"] And the satchel will explode. Share this post Link to post Share on other sites
exigent 0 Posted July 30, 2005 Sweet, thanks a lot! Share this post Link to post Share on other sites