Raz0rx 0 Posted September 4, 2007 Yo. I had a really old topic about Chopper insertion that seems to be missing from these forums, but... I was wondering again, how to start the mission in an AI driven boat, and how to make the AI driver, drive the boat to a certain point and stop for the players to disembark? THEN, my idea was to have a certain guy to be assassinated. I don't know how to make that trigger, either. So any help would be much appreciated! Thanks. Share this post Link to post Share on other sites
W0lle 1052 Posted September 4, 2007 Moving. Quote[/b] ]I was wondering again, how to start the mission in an AI driven boat, and how to make the AI driver, drive the boat to a certain point and stop for the players to disembark? 1. Give the boat a name, e.g. myboat 2. In the players init line type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this moveincargo myboat 3. Give the boat a waypoint near the cost and change the waypoint to "transport unload". That should do the job, you might need to experiment with the unload waypoint placement until it's where you want it to be. Quote[/b] ]THEN, my idea was to have a certain guy to be assassinated. 1. Give the guy a name, e.g. badguy 2. Create a new trigger, in the condition line of it type:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">!alive badguy If the guy is dead, the trigger gets activated and starts further actions which you define in the triggers "on activation" line. I don't know how to make that trigger, either. Share this post Link to post Share on other sites
Raz0rx 0 Posted September 4, 2007 What i was wanting after the guy is assassinated is a waypoint trigger for escape/extraction. Or maybe the arrival of a 2nd target. Is there any way to make 2 AI guys look like they're talking to one another? Share this post Link to post Share on other sites
Raz0rx 0 Posted September 5, 2007 Anyone help me on the 2nd request? Share this post Link to post Share on other sites
dab_burns 0 Posted September 5, 2007 If you want a second target make him and put him somewhere on the map close by then put a move waypoint next to him and another where u want him to go in the end i.e. next to the first target. then use synchronise which is like F6, and like the trigger mentioned above for when he dies to the first waypoint of the second target. I hope tht makes sense Share this post Link to post Share on other sites
Raz0rx 0 Posted September 6, 2007 Not really, but thanks for trying. Share this post Link to post Share on other sites
Raz0rx 0 Posted September 7, 2007 Ok, i got some basics down while bored today, but can't figure out how to trigger an extraction once the target has been killed. Also, my waypoints don't seem to trigger until i switch to the 2nd unit in my squad, how would i fix this? Here's the mission (only played around for about 1/2 an hour) if anyone wants to take a look for me. Thanks. http://files.filefront.com/ArmArar/;8502107;/fileinfo.html Keep in mind you'll probably need XAM1.3 Share this post Link to post Share on other sites