KDog35 0 Posted March 26, 2002 I would like to have my own squad and when I need help, order another squad "with waypoints" and attack? Like the commands in Bomberman "001, 002".Or, order a tank to attack? Or a couple of A-10s? I appreciate the help, Thank You- Share this post Link to post Share on other sites
Aculaud 0 Posted March 26, 2002 Lets see if i can be of assistance. For vehicles, its really easy to simply create them with no fuel, but have all their waypoints already set up. Then you set up a radio trigger with the command  "name of vehicle" setfuel 1     in the "on activation" field. So when you activate that trigger, the unit will be fueled up and it will simply follow its waypoints. For infantry units, its a little more difficult. I still havent gotten this one perfect, but i think i made it work before like this: Get your squad made up, and put their first waypoint pretty close to them, and then put the rest of their waypoints where you will. Then put your radio trigger next to their first waypoint and synchronize them (you should see a blue line between the waypoint and the trigger if done correctly). this way, they will hit their first waypoint and stop there until you hit the trigger. Share this post Link to post Share on other sites
LauryThorn 0 Posted March 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">For infantry units, its a little more difficult<span id='postcolor'> I think it's not. Set all the WP's of the group as you want. Then, edit one of them( maybe the first? ) Put in "condition" field infantry_attack_code And then make a trigger that is activated by radio, radio Alpha for "0-0-1", radio Beta for "0-0-2".. Put in triggers "on activation" field: infantry_attack_code = true So when you hit 0-0-1, the infantry will move on from the "conditioned" WP. Ask if I'm not making myself clear.. Share this post Link to post Share on other sites
Chris Death 0 Posted March 26, 2002 Aaargh - everyone wants to beat the other one. 1 says: do this, the other says: no do this Both suggested ways should work, and there are so many more ways. You could use a script to activate them, or create unit, or numeric variables or waypoints of gamelogic's, etc... - all would work. The syncronizing is the easiest way to do it, because you don't need to think about any conditions or variables, and you don't need to have a look into the trigger's condition field, to know, what this unit is waitin 4. Only one thing, if you set the behaviour of a vehicle in it's first waypoint to careless, and syncronize this one with a radio call, you wouldn't need to use the setfuel command to let the unit stay there. At the second waypoint, you change it then to any other behaviour. - Same you could do with the combat-mode (hold fire, and then open fire). careless Share this post Link to post Share on other sites
LauryThorn 0 Posted March 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Aaargh - everyone wants to beat the other one.<span id='postcolor'> I don't want to beat anyone. Just show some options. Aculaud said that it is difficult, and I think it's not, so I decided to show my way to do that. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The syncronizing is the easiest way to do it, because you don't need to think about any conditions or variables, and you don't need to have a look into the trigger's condition field, to know, what this unit is waitin 4.<span id='postcolor'> Oh well, that is your opinion. I think my way is the easiest. This is a discussion forum, not a silent-being forum... Share this post Link to post Share on other sites
KDog35 0 Posted March 26, 2002 Thanks, I understand Laury with the Radio Codes for infantry's (crystal clear), but why no-fuel? Can't tanks, planes, anything else work the same way? Maybe codes 001, 002, for 2 infantry's then, 003, for an A-10, then 004 for something else? I just want to be able to call upon them if needed (like a bunch of big brothers) I never ever ever want to lose. But I love dying and having to start allll over again. Anyway's this games too much. Thanks much for all the help. KDog- Share this post Link to post Share on other sites
Chris Death 0 Posted March 26, 2002 posted by Laury Thorn </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">For infantry units, its a little more difficult <span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> I think it's not.  <span id='postcolor'> OK sorry Laury, i missed the fact, that you answered directly to the first question, and not the the first suggestion  But correct me if i'm wrong, you were the one, who said: could you please use english language for your strings. (in another thread - you know which i mean) In this case, it's easier not to use conditions or variables than only drag a line. If you want to do something more complex, it would be helpful, to start using conditions or variables, but not for simple stuff like activating one unit/group. Share this post Link to post Share on other sites
LauryThorn 0 Posted March 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">In this case, it's easier not to use conditions or variables than only drag a line.<span id='postcolor'> Oh yes, it may be more clear. When I first figured this "wait before move" -thing out, I used conditions, and I haven't used any other ways to do that. So I'm not the right person to judge other ways, I just showed my way to do it. Added: But the bottom line is, now the man who made the question has to options to choose from. Share this post Link to post Share on other sites
KDog35 0 Posted March 26, 2002 Thanks Guys, your both a big help. And yes I like to know more than one way. But, did you read my last question? The reason I want to be able to type in numbers (001,002) is because I may not need them. I'm just experimenting right now and trying to learn. Can I use the number codes the same for a tank or plane? If yes, please explain. Share this post Link to post Share on other sites
Chris Death 0 Posted March 26, 2002 Just for info Laury, If you use conditions, in waypoints, then you can't use the same condition in waypoints of 2 different units (at least in multiplayer i know for sure, it causes probs) Therefore i'm using numeric variables, activated by the waypoints of a gamelogic. e.g: 3 groups are waiting (all at their first waypoint) each group's first waypoint waits for the same variable, but each one on another value - e.g: group1 wp1 condition-field: go_ahead == 1 - group2 wp1 cond-field: go_ahead == 2 group3 wp1 cond-field: go_ahead == 3 a gamelogic sits on it's first waypoint (synced with a trigger, or waiting on any condition) As soon as the gamelogic's first waypoint gets unlocked, it moves to waypoint 2 where in the onactivation field is: go_ahead=1, then it moves to it's next waypoint, where a timedelay of min 1 avg 1 max 1 is, and in onact-field: go_ahead=2, and the same thing at the next waypoint, with go_ahead=3. btw - off course i'm using publicvariable in mp for that. Share this post Link to post Share on other sites
Chris Death 0 Posted March 26, 2002 OK KDog - if you want to use it for flying vehicles, then you will have to find a way, that this unit doesn't start the game with flying of hovering in the air. Therefore, Aculaud suggested the setfuel option. Here are 2 examples of how to do it with flying units. You could create an empty A10, then create a pilot (not grouped together with the vehicle). Then you place a waypoint for this pilot near the air-vehicle (this is the waypoint, where the pilot shall wait for your condition/trigger) As second waypoint, you place a getin waypoint exactly onto the air-vehicle, and the next waypoints to wherever you want (it's flying now, activated by your radio-call) The other option is, to create a manned air-vehicle, and set it's fuel in the air-vehicle's menu to 0 (just drag the arrow at the fuel bar to the left). Now place all the waypoints for this air vehicle, like Aculaud suggested, and in the activation field of the radio-trigger, you want to use to activate the fleight, type: your_air_unit setfuel 1 your_air_unit represents the name of the air vehicle, you choosed. This should let the air-vehicle start flying to wherever you set the waypoints. Share this post Link to post Share on other sites
KDog35 0 Posted March 26, 2002 Thanks Chris, this should be enough to mess with. I will try Aculaud's suggestion first with planes. Just curious, won't a radio trigger keep the plane from moving until I activate it? Why drain the fuel? Is this just how the game works? Share this post Link to post Share on other sites