Ex-RoNiN 0 Posted March 12, 2002 Ok, civilian kills some resistance dudes. Americans are also on the map. However, I don't want ALL resistance blokes going after my dude. Instead, I only want the resistance blokes around the target that is to be eliminated to go after my dude. Example: Target 1 is called "obj_1". "guard" and "guard2" are around him. Once "obj_1" is dead, I want "guard" and "guard2" to go after me. BUT I do not want ANYONE else (any resistance or west unit) to shoot at me. Also, the whole "Resistance friendly to West/East" thing, is that a global variable only, or can it be changed half-way through the missions? Cheers in advance folks Share this post Link to post Share on other sites
shadow 6 Posted March 12, 2002 I am too lazy start up the editor right now, but I would try this: cond: !(alive obj_1) onactive: guard dotarget ap;guard2 dotarget ap I guess 'dofire' would work too. I don't know. Haven't tried... The resistance friendly to ..... is global and no, you can't change that mid-game as far as I know. Share this post Link to post Share on other sites
shadow 6 Posted March 12, 2002 Another solution might be that you reduce the 'assasins' rating. cond: !(alive obj_1) onactiv: player addrating -10000 But then everyone on your side will hunt you down and try to kill you . Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 12, 2002 Cheers for that. The code, it goes into the init field of the trigger that checks if obj_1 is still alive, doesn't it? Or into the init field of the guards? And how will this prevent the remaining Resistance dudes targetting you? Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ Mar. 12 2002,20:21)</td></tr><tr><td id="QUOTE">Another solution might be that you reduce the 'assasins' rating. cond: !(alive obj_1) onactiv: player addrating -10000 But then everyone on your side will hunt you down and try to kill you .<span id='postcolor'> I have no idea why that rating is going to do that What IS that rating? And as for everyone hunting me down, that is exactly what I don't want! I just want the people that "witness" the killing to hunt me down...and no one else! Share this post Link to post Share on other sites
shadow 6 Posted March 12, 2002 I'll try to explain my first example a bit clearer make a trigger (no need for area-size) on the condition-filed type this : not alive obj_1 This makes the trigger check if obj_1 is dead or not. Then on the same trigger's on activation-field type this: guard dotarget ap;guard2 dotarget ap This line should make those two units with the coresponding names attack unit called ap. IMPORTANT! Remember to name the player-unit to AP. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ Mar. 12 2002,20:28)</td></tr><tr><td id="QUOTE">I'll try to explain my first example a bit clearer make a trigger (no need for area-size) on the condition-filed type this : not alive obj_1 This makes the trigger check if obj_1 is dead or not. Then on the same trigger's on activation-field type this: guard dotarget ap;guard2 dotarget ap This line should make those two units with the coresponding names attack unit called ap. IMPORTANT! Remember to name the player-unit to AP.<span id='postcolor'> Lol, yeah, I know what you meant But I wasn't sure that this</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">guard dotarget ap;guard2 dotarget ap<span id='postcolor'> is limited to guard+guard2 only. I thought it makes guard+guard2 AS WELL as the remaining resistance+west units target me. So this command forces only certain units to attack me, cool! I already have a trigger that checks if the guy is still alive, and if he's not, trigger is activated and objective 1 is accomplished. I can put the "dotarget" command into that trigger, can't i? Player name is different, that won't do it any harm though, will it? Share this post Link to post Share on other sites
shadow 6 Posted March 12, 2002 RATING is just a way of telling units in OFP wether the friendly unit is friendly or hostile. You can experiment with this by placing to west soldiers next to each other. Then put this addrating -1000 on one of the soldier's init-field. Then the other soldier will kill him. I think the default rating for a unit is 0 (zero). Everything below zero makes him a badguy for all the others on the same side. The numbers of the rating is just a way of telling who is the "badest" If unit1 is -100 , unit2 is -1000 and unit3 is 0 , then unit 2 will just stand there. Both unit 1 and 3 will kill unit2 and unit3 will also kill unit 1. Nice hyrachy eh Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ Mar. 12 2002,20:35)</td></tr><tr><td id="QUOTE">RATING is just a way of telling units in OFP wether the friendly unit is friendly or hostile. You can experiment with this by placing to west soldiers next to each other. Then put this addrating -1000 on one of the soldier's init-field. Then the other soldier will kill him. I think the default rating for a unit is 0 (zero). Everything below zero makes him a badguy for all the others on the same side. The numbers of the rating is just a way of telling who is the "badest" If unit1 is -100 , unit2 is -1000 and unit3 is 0 , then unit 2 will just stand there. Both unit 1 and 3 will kill unit2 and unit3 will also kill unit 1. Nice hyrachy eh <span id='postcolor'> LOL! That's cool! Gave me an idea as well Cheers very much for that m8 Share this post Link to post Share on other sites
shadow 6 Posted March 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I already have a trigger that checks if the guy is still alive, and if he's not, trigger is activated and objective 1 is accomplished. I can put the "dotarget" command into that trigger, can't i? Player name is different, that won't do it any harm though, will it? <span id='postcolor'> Yes, you put the "dotarget"-lines into that objective-trigger for the uhmm *desired effect* 'bout the player name;no problem just change the name of the unit to be targeted in the dotarget-lines. Hope this helps. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ Mar. 12 2002,20:40)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I already have a trigger that checks if the guy is still alive, and if he's not, trigger is activated and objective 1 is accomplished. I can put the "dotarget" command into that trigger, can't i? Player name is different, that won't do it any harm though, will it? <span id='postcolor'> Yes, you put the "dotarget"-lines into that objective-trigger for the uhmm *desired effect* 'bout the player name;no problem just change the name of the unit to be targeted in the dotarget-lines. Hope this helps.<span id='postcolor'> It does indeed! Cheers a lot for that! Share this post Link to post Share on other sites
shadow 6 Posted March 12, 2002 The thing worked like you expected? Woo-Hoo Glad I could help out, buddy Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 12, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ Mar. 12 2002,20:50)</td></tr><tr><td id="QUOTE">The thing worked like you expected? Woo-Hoo Glad I could help out, buddy <span id='postcolor'> I haven't tried yet Gotta go home first, still sitting @ university labs Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 13, 2002 No, didn't work I even tried a trigger that got activated after killing the guards and that was supposed to give me a rating of 0, ie. player addrating 0 NOTHING worked, the others (miles away) still keep shooting me Share this post Link to post Share on other sites
SCLZ 0 Posted March 14, 2002 Are there any Russians in this mission BTW? You could try making the guards on the East side, you on the West and the others on Resistance. Then have Resistance as friendly to everybody so they won't shoot you or the guards. Have 'this setcaptive true' in your init field so the East soldiers don't shoot you until you change it to flase when your trigger activates. But I suspect this solution will be too big and unwieldly to be practical. It all depends what else you're doing in this mission? Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SCLZ @ Mar. 14 2002,10:08)</td></tr><tr><td id="QUOTE">Are there any Russians in this mission BTW? You could try making the guards on the East side, you on the West and the others on Resistance. Then have Resistance as friendly to everybody so they won't shoot you or the guards. Have 'this setcaptive true' in your init field so the East soldiers don't shoot you until you change it to flase when your trigger activates. But I suspect this solution will be too big and unwieldly to be practical. It all depends what else you're doing in this mission?<span id='postcolor'> No, can't do that. I have to be Civilian. Guys I shoot have to be Resistance. Later on in cutscenes, I have to interact with West and Resistance, and Resistance has to interact with East. I really need only the guards to shoot at me, and the rest of resistance and the west to leave me alone. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 14, 2002 Is what I want actually possible Share this post Link to post Share on other sites
SCLZ 0 Posted March 14, 2002 I dunno, what you really want is who to be one "side", guards who see you another "side", guards who don't see you another plus East and West it gets a bit crowded I tried the doFire command and it worked to my surprise (the vicious bastards kept on shooting after I was dead too ) but I don't know if they'll give chase. (I tested this on the Desert Island where there arn't many hiding places). Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SCLZ @ Mar. 14 2002,22:23)</td></tr><tr><td id="QUOTE">I dunno, what you really want is who to be one "side", guards who see you another "side", guards who don't see you another plus East and West it gets a bit crowded I tried the doFire command and it worked to my surprise (the vicious bastards kept on shooting after I was dead too ) but I don't know if they'll give chase. (I tested this on the Desert Island where there arn't many hiding places).<span id='postcolor'> I dont care about chasing. I will repeat what I want/need. Civilian kills Resistance target. Resistance guards guarding that target will try killing the civilian. Resistance everywhere else will leave me alone. West anywhere will leave me alone. Resistance and East will have to interact as friends in a cutscene later on. Resistance and West will also be in the cutscene. Civilian too Yeah, it does get a bit crowded/complicated Share this post Link to post Share on other sites
SCLZ 0 Posted March 14, 2002 The doFire command should give you what you want then I think. Just use the doFire command like you did when you tried doTarget. When the VIP dies just have 'guard1 doFire player' and he should shoot at you. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SCLZ @ Mar. 14 2002,23:52)</td></tr><tr><td id="QUOTE">The doFire command should give you what you want then I think. Just use the doFire command like you did when you tried doTarget. When the VIP dies just have 'guard1 doFire player' and he should shoot at you.<span id='postcolor'> The question, though is: will the other Resistance dudes on the other side of the island fire on me as well, or will they leave me alone? The trouble is not getting the guards to shoot me-the trouble is to make the others leave me alone! Share this post Link to post Share on other sites
SCLZ 0 Posted March 15, 2002 Yep yep just doubled checked, only the guys you give the command to will shoot at you. The others continue doing what they're doing unless they hear the shooting then they go prone and look around - but won't shoot you - I promise Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 15, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SCLZ @ Mar. 15 2002,04:31)</td></tr><tr><td id="QUOTE">Yep yep just doubled checked, only the guys you give the command to will shoot at you. The others continue doing what they're doing unless they hear the shooting then they go prone and look around - but won't shoot you - I promise  <span id='postcolor'> I love you Not in that sense u pervert Share this post Link to post Share on other sites
SCLZ 0 Posted March 15, 2002 I probably shouldn't mention that Shadow made the doFire suggestion in his first reply Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted March 16, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SCLZ @ Mar. 16 2002,00:28)</td></tr><tr><td id="QUOTE">I probably shouldn't mention that Shadow made the doFire suggestion in his first reply  <span id='postcolor'> He did. I tried it. Didn't work Never mind, I'll scrap that project, gonna do something else now. Share this post Link to post Share on other sites