madmedic 0 Posted August 25, 2005 Okay...what am I doing wrong. I have a chopper flying around in a loop of waypoints, using the "cycle" waypoint to keep it repeating the loop. How do I terminate the loop? I tried a trigger synchronized to the cycle waypoint, but that is not working. I want the chopper to follow the loop till a certain event occurs...then it is supposed to fly back to base Share this post Link to post Share on other sites
Garcia 0 Posted August 25, 2005 think you should add the trigger synced with the WP after the cycle one...not sure though Share this post Link to post Share on other sites
DBR_ONIX 0 Posted August 25, 2005 Put a waypoint after the cycle one Then in the condition (Try in the cycle with an !, and the next one with no ! !Heli_RTB Then, when the event occurs, do Heli_RTB=true I *think*.. If that doesn't work, put a trigger over the cyle waypoint, big enough to catch the heli if it's a bit of course. Condtion Heli_RTB, on activation : heli move getmarkerpos base_marker That should work, if not I'll have to play in the mission editor for a while, or someone else will answer.. My bet's on the second - Ben Share this post Link to post Share on other sites
klavan 0 Posted August 26, 2005 Editing with the chopper is so terrible! I've encountered the same prob and after about hundred attempts (by synch triggers, by moving waypoints, and so on) i switched to a script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hind setfuel 0 @getpos hind select 2 < 15 hind setvelocity [0,0,0] hind setpos getmarkerpos "markername" This script is runned during a cutscene so there's no problem for me about about "disappearing issues". You could try by moving a waypoint over the marker (SetWPPos command) and placing a trigger over it wich is activated at a certain condition that activated the script. Klavan Share this post Link to post Share on other sites
madmedic 0 Posted August 26, 2005 I FIGURED IT OUT It is done exactly like I was doing it (trigger synched to the CYCLE waypoint) HOWEVER; the trigger type must be set as "SWITCH". Share this post Link to post Share on other sites
Chris Death 0 Posted August 26, 2005 Let me add some further information about type: SWITCH at this point. A SWITCH trigger switches the waypoint after the one which is syncronised to the trigger to be the actual waypoint of the group. It doesn't matter if the waypoint has already been passed or if there were still unpassed waypoints before. Using multiple activated switch triggers can give your missions a whole lot of possibilities for considering: 'what if the player would do this or that', as you can activate waypoints or different sets of waypoints on different locations easily that way. Same goes for already passed situations, where the player would at the end maybe find enemy soldiers hanging around and just waiting to get killed. To keep different sets of waypoints seperated from eachother you can use the already mentioned cycle trigger or a hold trigger. There are some waypoints which btw can only be continued or left by switch triggers; hold: the unit/group would take position at the hold wayoint and react on enemy activities close to them. guard: once a unit/group reaches a guard waypoint it will do the guard job - this means it will react onto enemy presence no matter where but in consideration of distance and size or strength or kind of the enemy presence. This is done by OFP automatically SUPPORT: can be used for supply units like medics, ammo/fuel, medical vehicles and for vehicles. The supply units would then do their job: healing - rearming - refueling, and in case of vehicles the units would drive to the position of the waypoint, stop there and leave the vehicle. Another unit could then use this vehicle, as it's kind'a unassigned from the previous owner. hope this brings some more light into this thread ~S~ CD Share this post Link to post Share on other sites
klavan 0 Posted August 27, 2005 I FIGURED IT OUT It is done exactly like I was doing it (trigger synched to the CYCLE waypoint) HOWEVER; the trigger type must be set as "SWITCH". So many things to remember....... Bad Klavan! Share this post Link to post Share on other sites
thobson 38 Posted August 27, 2005 You need to take care with synchronising a Guard waypoint with a Switch trigger. Â If the units involved are armoured units the crew will often (always? not sure, but certainly most of the time) dismbark at the waypoint until the switch trigger fires. Â Better is to have a WP after the Guard WP that is synchronised to the Switch trigger. Â It doesn't matter what type of WP it is because the group will never go there. Â They will be at their Guard waypoint (without disembarking) until the Switch trigger fires, then they will head for the WP after the one synchronised with the Switch trigger. Share this post Link to post Share on other sites
mattxr 9 Posted August 29, 2005 since this thred is about waypoints i need help.. why doesnt this command work in the waypoint i have? Spion fire[''Put'', ''Pipebomb''] Share this post Link to post Share on other sites
Chris Death 0 Posted August 30, 2005 since this thred is about waypoints i need help.. why doesnt this command work in the waypoint i have?Spion fire[''Put'', ''Pipebomb''] There's one thing to consider about waypoints and using commands: The OnActivation field of a waypoint becomes active, once a unit/group has passed the waypoint and turns over to the next waypoint. The OnActivation field of a GUARD/HOLD/Support waypoint will not become used as these waypoints will never got passed by a unit/group (like i already mentioned above). And if you're using a SWITCH trigger it will also not help, as you would switch the unit to use the next waypoint, ignoring everything before (includes OnActivation field from the previous waypoint). ~S~ CD Share this post Link to post Share on other sites
mattxr 9 Posted August 30, 2005 its just a normal waypoint which the AI runs to.. Share this post Link to post Share on other sites
madmedic 0 Posted August 31, 2005 since this thred is about waypoints i need help.. why doesnt this command work in the waypoint i have?Spion fire[''Put'', ''Pipebomb''] That should work (assuming the unit is named "Spion"...and that he is equipped with the "put" weapon, and the "pipebomb" ammo) Try it again with the standard BIS "blackop" guy...I just tried, and it worked. If you are using one of the newer, custom addons...it is possible that the unit is equipped with a "bomb" that is called something besides "pipebomb" Share this post Link to post Share on other sites
mattxr 9 Posted August 31, 2005 Its a Normal Russian Spetnaz Share this post Link to post Share on other sites
nominesine 0 Posted September 1, 2005 I believe there's a syntax error. Try something like: spion action ["put","pipebomb"] I don't think the fire command can be used with satchel charges. Share this post Link to post Share on other sites
madmedic 0 Posted September 2, 2005 I believe there's a syntax error. Try something like:spion action ["put","pipebomb"] I don't think the fire command can be used with satchel charges. No, actually he has the syntax correct. To set the bomb the syntax is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">spion fire ["put", "pipebomb"] "put" is actually the weapon, and "pipebomb" is the ammo. To make him detonate the bomb, the syntax is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">spion action ["touchoff"] I really think the problem is with the name of the ammo carried by the unit he is using. For instance...what I posted above works with the normal BIS Blackop operator, because he is equipped with "put" in his weapons, and "pipebomb" in his ammo. However; if the unit he is using was equipped with...say, the C4 from Inquisitors weapon pack, the syntax would be:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Spion fire ["inq_put", "inq_c4"] because he is equipped with "INQ_put" in his weapons, and "INQ_C4" in his ammo. (the touchoff action is the same, though.) Share this post Link to post Share on other sites