Jump to content
Sign in to follow this  
Eagle-Eye

Get PoW's in a vehicle?

Recommended Posts

Hi,

in my mission I'm having a certain point where a group of enemy forces surrender and become PoW's (Prisoners of War). HQ wants to interrogate them and therefore they have to be transported to the main base.

But I can't make them board the heli that comes to pick'em up. The blackhawk lands and then ... they just stand there. The Blackhawk keeps waiting until his fuel runs out, but the captives are just too stubborn to get in American made helicopters. banghead.gif

I've tried the standard Get In-Load-waypoints(yes, I sync'ed them), as well as the join-scripting (between heli and PoW's).

I could make it easy for me by letting the PoW's join the player's squad, so player can give them the command to enter the BH. But I don't want to have 7 former East-soldiers suddenly popping up on the bottom of your screen as teammates, 'cause they don't become a part of your team in real life, I believe.

Any help is greatly appreciated. help.gifthumbs-up.gif

Share this post


Link to post
Share on other sites

I've had some of the same issue but i don't think there's any way that you can make enemy units board a friendly vehicle. I tried with the moveincargo code but as soon as they are inside the vehicle, the friendly units attack and destroy the vehicle because of the enemy inside.

Share this post


Link to post
Share on other sites

This might just do it actually. As a PoW is a "civilian" in an uniform, they shouldn't be fired at. smile_o.gif I'll try it as soon as I have some time available. wink_o.gif

(In your case, perhaps you're forgetting the SetCaptive-commands?)

Share this post


Link to post
Share on other sites
(In your case, perhaps you're forgetting the SetCaptive-commands?)

Nope i set the units to setcaptive and even tried to do on the vehicle.

Share this post


Link to post
Share on other sites
(In your case, perhaps you're forgetting the SetCaptive-commands?)

Nope i set the units to setcaptive and even tried to do on the vehicle.

have you removed all ammo and weapons before setcaptive ?

Share this post


Link to post
Share on other sites

I haven't tried this in ArmA but in OFP setting a unit captive wouldn't work. You had to add them to your group which forces them to friendly.

Share this post


Link to post
Share on other sites

I have almost no clue when it comes to scripting, but I do remember a command that set a unit to a certain side. Maybe you could use that with a trigger? confused_o.gif

Share this post


Link to post
Share on other sites

Just a note, Norrin (Revive Script) is working on this and we have been discussing it, it is a problem that can be solved.

Vengeance

Share this post


Link to post
Share on other sites

Hi all, I had a little mess around in the editor looking at this and came up with this.

this is of course a mission.sqm file,just stick it in a folder in your \My Documents\ArmA\YOURNAME\missions and check it out in the editor. Hope its of some help.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

version=11;

class Mission

{

addOns[]=

{

"cacharacters",

"CAAir",

"desert"

};

addOnsAuto[]=

{

"cacharacters",

"CAAir",

"desert"

};

randomSeed=14435331;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

class Groups

{

items=4;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={2521.278320,13.860000,2573.849121};

azimut=48.946648;

id=0;

side="WEST";

vehicle="SoldierWB";

player="PLAYER COMMANDER";

leader=1;

skill=0.600000;

};

};

};

class Item1

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={2556.227783,13.860000,2602.904785};

azimut=-90.986397;

special="FLY";

id=1;

side="WEST";

vehicle="UH60MG";

leader=1;

skill=0.600000;

text="c1";

init="cgrp = group this;";

};

};

};

class Item2

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={2555.148438,13.860000,2571.697998};

special="NONE";

id=2;

side="EAST";

vehicle="SoldierEB";

leader=1;

skill=0.600000;

text="t1";

init="removeallweapons this;this setcaptive true;this setunitpos ""UP"";";

};

};

};

class Item3

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={2579.600098,13.860000,2580.772705};

azimut=-44.942848;

special="NONE";

id=3;

side="WEST";

vehicle="SoldierWAR";

leader=1;

skill=0.600000;

text="testblue";

};

};

};

};

class Markers

{

items=1;

class Item0

{

position[]={2987.462402,22.762810,2596.372314};

name="testmarker";

type="Flag";

};

};

class Sensors

{

items=2;

class Item0

{

position[]={2606.739014,14.557507,2580.246338};

a=0.000000;

b=0.000000;

interruptable=1;

age="UNKNOWN";

text="Get_in_chopper";

name="Get_in_chopper";

expCond="true";

expActiv="POWGRP = createGroup WEST;[t1] join powgrp;{_x assignAsCargo c1} foreach units powgrp;{[_x] ordergetin true} foreach units powgrp";

class Effects

{

};

};

class Item1

{

position[]={2607.303711,14.418737,2591.492920};

a=0.000000;

b=0.000000;

interruptable=1;

age="UNKNOWN";

text="in_chopper";

name="in_chopper";

expCond="t1 in c1";

expActiv="[t1] join cgrp;c1 setcaptive true;c1 domove markerpos ""Testmarker""";

class Effects

{

};

};

};

};

class Intro

{

addOns[]=

{

"desert"

};

addOnsAuto[]=

{

"desert"

};

randomSeed=5660675;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

class OutroWin

{

addOns[]=

{

"desert"

};

addOnsAuto[]=

{

"desert"

};

randomSeed=13711875;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

class OutroLoose

{

addOns[]=

{

"desert"

};

addOnsAuto[]=

{

"desert"

};

randomSeed=14639619;

class Intel

{

startWeather=0.100000;

forecastWeather=0.300000;

year=2007;

month=6;

day=7;

hour=8;

};

};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×