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kocrachon

Oh, I gots lots of 'em

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Ok so I have a couple of quick questions, fairly easy.

First, I have 2 groups, A MH-6 and a team of SF. Which waypoint junction would work better? I have a load for the MH-6 and a get in command for the SF. Now would I want to "Group" The waypoints or would I want to "Synchronize" the waypoints?

Next, I want to create a bunch of civilians who just wander around the town aimlessly. Would putting them all in one huge group and then giving that group a no formation, careless, and make the waypoint a dismissed waypoint work? Or is there an easier way? I want to give some life to the civilians because I am making a mission where one is played by a player (He chooses which one because each civilian will be playable) and I want him to be able to blend in, not get pointed out for being the only one moving.

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Try a search. How to load a group onto a helicopter gets asked quite often.

I reckon the best way to answer questions like these is to experiment - start ArmA in a window, with the BI wiki Mission Editor article open. You'll figure out what works very quickly.

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Well I understand how the editor works for the most part. I am just wondering which way works better, Syncronizing or Grouping the waypoints together.

And as for the civilians, I am trying ot see if anyone has an easier idea. The grouping them and giving a dismiss waypoint works, but then the AI stops alot and sits down alot, so I was wondering if there is by chance a better Idea.

The main issue I have with the dismissed part is they also sometimes group up, and travel way too far out of the city. I want to kind of keep them with in the city limits.

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ok so I came up with a new idea of just giving each civilian an individual waypoint that says dismissed, but I am still running into the issue of them traveling way too far out. Is there a way to keep them boxed in?

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Okay, you'll need some way of detecting they leave the area. Try triggers around the perimeter, or a more fancy single trigger that detects when the count of the units in it doesn't match a certain number (which must update in case of death of some unit).

When you know a unit/group is outside of where it should be, execute a script like this:

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

groupName setCurrentWaypoint [groupName, 0];

{_x doMove getPos _x} forEach units groupName;

This sends them back to their starting position (change the waypoint to whatever suits - I think it must be before the dismissed WP). The doMove line is needed to stop the dismissed FSM. One shortcoming is groups of units will run back to their leader, which breaks the dismissed vibe. You could use getWPPos instead, but they still run there.

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You know what will be easier for the civ movement?

Place a single civ, give him 3-5 waypoints.

All but the last waypoint should be move waypoints.

The last waypoint should be a cycle waypoint (search on how to use it properly).

Set the radius on all the waypoints to whatever number works for you (I advise you try 100 to start), you may want the civ's placement radius to be the same.

Select the civ and his waypoints, and press control+c to copy him.

Press control+v to paste him with his randomised waypoints as many times as needed.

Tweak it by changing the types for each civ so they don't look like clones wink_o.gif.

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