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Roundboy
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Posts posted by Roundboy
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Hmm.. moving triggers... that might be in order..
I find it odd that you can on;y move people into cargo slots... why does do ammo crates, objects, etc have the 'In Cargo' special property.
I wish I could just put a crate in cargo, then kick it out the side...
Now i just have to find a way to let ANYONE trigger a radio message... not just the leader
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I have a chopper flying towards my player position.. so far.. my check for the loop is:
#movechopper
_heli doMove myPos
? (_heli distance player < 75) : goto "movechopper"
This works pretty well so far.. but.. i run into probs when i am in a low area, and my chopper was flying high.. it hovers too long looking for me...
is a better way getting the x and z positions of each unit and comparing them:
#movechopper
_heli doMove mypos
?((_heliX == _playerx) && (_heliZ == _playerZ)) : goto "movechopper"
or check for a value within 2 units from x ,z ??
How is everyone getting one unit close to another reliably?
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I have not tried using the camcreate.. but so far it works by:
Having the ammo crate created next to the chopper (chopper is on ground at base) and having the chute always at x,z,300
(why do they use X,Z,y.. isn't x,y,z universal?)
When the script is 'active' (chopper called) the crate is placed at helipos -3 and the chopper moves to my guy.
When it gets there.. the chute is moved to a heli position, and let fall.. and the crate is placed at chute-5(the y value)
when it hits.. the chopper goes home and lands.
I have my guy throw a smoke.. but i was thinking of having the chopper wait for the smoke b4 dropping
Any good math for detecting how close you are to a position?? I use helipos distance player <75 to trigger.. but.. sometimes the choppre is flying high, and i am in a ditch..
Maybe check the x and z values of the two??
I have yet to check this in MP... but could this have something to do with making them global vs local variables?
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This may be related to what i have read about tanks..
Tanks can't reaload when they have zero ammo.. you need at least SOME ammo.
Possibly the same bug with people? Keep at least one magazine on the people?
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I am still tweaking the code.. but for right now it follows this format:
Get the x,y of the player...
move the heli to the player
if distance is > then 75m, then move the chopper..
I originally had the x,y of the crate = the chopper, but made the 'z' value the chopper z value - 3 (hanging under)
I am playing with creating the ammocrate from scratch when the heli 'finds' the player... and then drops it..
If i put it in the cargo area of the chopper.. does it automatically get a chute if i drop it??
I will post code when i finish it..
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So.. i have to remove all waepons from the person first? That doesn't seem like a valid way..
Maybe I don't have enough 'room' on my player..
Maybe following your logic.. i need to remove a few 'nades to ad a flare.. throw the flare.. then readd the 'nades?
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I have script to call a heli from the base to my position..
It takes off, and basically flys to within 75m and drops an ammo crate via parachute.
Questions:
(1) How to do radio commands for this without being the leader (mp misions)
(2) I want to set off a flare or smoke grenade when the helo is close..
player addMagazine "FlareRed"
player selectWeapon "FlareRed"
player fire "flarered"
I see the flare is selected.. but ammo shows 0, but no flare?
I am liking this script, because i allow the player to get air dropped additional AT / AA weaps.. but this triggers armor / air / men to spawn and converge on that spot.. Like they 'saw' the air drop and are using it to locate you.
Comments?
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I have a 5 button intellimouse explorer (4 buttons, and scroll wheel button)
I am unable to map the 2 thumb buttons in the game to actions...
Also, how to specify the action for the scroll whell up/down?
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Actually... the abrams don't really explode like a huge firework.. they have panels that vent explosions in different directions away from the crew... ammo could blow up, but crew survives..
Russina tanks (older) turn into a huge grenade... but the US has seen fit to 'fix' that little battlefield problem
Targeting soldiers
in GENERAL
Posted
How can I officially 'paint' a soldier to be targeted??
I have tried using the binoculars to identify soldiers, and hit the 2nd mouse button / ctrl to allow him to be targeted.
When i command, these targets don't appear on my target list.
How can I inform my soldiers that there is an enemy there??
I see a group of guys, they are enemies, and I want to tell the rest of my sqaud about them...