chartier 1 Posted March 4, 2002 Hi! I'm doing a "duel" mission where two soldiers try to knock each other out. I have several vehicles to use all over the map and AI boards the closest one. Each soldier has a beacon sending a position info every 3 minutes and according to that position "SEEK AND DESTROY" waypoint is replaced. When other player is detected with "knowsAbout" -method AI soldier moves to Gunner -position, or if there is no gunner in vehicle he should disembark. This is the problem: how do I make a check if current vehicle has a gunner position available? Any ideas? Share this post Link to post Share on other sites
Bart.Jan 0 Posted March 4, 2002 This condition is true when gunner position in vehicle is empty. (isnull (gunner nameofvehicle)) Share this post Link to post Share on other sites
LauryThorn 0 Posted March 5, 2002 How about the command </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">canFire<span id='postcolor'>? I wish I could remember if you could use that like </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(!canFire( my_bicycle ) ) <span id='postcolor'> or something like that... Share this post Link to post Share on other sites
chartier 1 Posted March 5, 2002 Sorry for misleading question. I meant that how can I determine if the vehicle has a position for gunner in first place. For example: ?(is there a gunner pos in (vehicle AIplayer)):switch place from driver to gunner for tank above would be true, for 5tTruck false etc... Share this post Link to post Share on other sites
chartier 1 Posted March 5, 2002 Thanks LauryThorn, I will try that "canFire" -method later! Share this post Link to post Share on other sites
chartier 1 Posted March 5, 2002 The "canFire" worked fine! If the vehicle is equipped with some weapon and gunner position canFire returns TRUE, otherwise FALSE. Thanks! But now I encountered another problem: How can I script AI soldier switch the place from driver to gunner position? I made a workaround for that by first disembarking the soldier and again assigning the solder as a gunner for that vehicle. That is not a clean solution though because it would be nice if soldier doesn't leave the vehicle at all. I tried already "moveInGunner" but nothing happened. Again, any ideas? Share this post Link to post Share on other sites
LauryThorn 0 Posted March 8, 2002 Yet again, I'm not sure but.. Have you tried to do something like ai_gunner action[ something like "to gunners position" ] or ai_gunner assignasgunner the_vehicle Do you have BTW the scripting reference thing? You really like must to have that! Share this post Link to post Share on other sites
Bloodmixer 0 Posted March 8, 2002 Also try the editing center ... tutorials > unofficial command reference : http://www.ofpeditingcenter.com Share this post Link to post Share on other sites
chartier 1 Posted March 8, 2002 I tried an action "toGunner", but I'm pretty sure that is not the right action string. Do you know where I can find the strings for actions in different situations? I have a comref but it doesn't tell anything about those... Also, I have tried assignAsGunner but nothing happens. Propably because AI soldier is already assigned as driver and vehicle is moving. Share this post Link to post Share on other sites
chartier 1 Posted March 8, 2002 Thanks Bloodmixer! There is pretty complete list of actions in unofficial command reference guide! Share this post Link to post Share on other sites
chartier 1 Posted March 18, 2002 I still have problems with AIplayer (driver) to change to gunner seat inside a vehicle (not to jump off). I have tried several methods: 1. _AIunit assignAsGunner vehicle _AIUnit -> AI stops, jumps off the vehicle and boards it again 2. _AIunit action ["TO_GUNNER",vehicle _AIunit] -> does nothing 3. doStop _AIunit + above action -> AI stops the vehicle but doesn't change to gunner seat 4. _AIunit moveInGunner vehicle _AIunit -> does nothing So, what's wrong? Any ideas? Share this post Link to post Share on other sites
chartier 1 Posted March 19, 2002 Oh yes, problem solved! Funny thing that directly switching a seat inside vehicle does not work for AI unit simply with moveInGunner -command. Instead first thing to do is remove AI unit from vehicle with setPos -command (_unit setPos [0,0,0]) and directly after that _unit moveInGunner _vehicle. Weird... Share this post Link to post Share on other sites