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HateDread

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Posts posted by HateDread


  1. At the start of the mission, AI following waypoints don't move for a moment. This breaks the immersion when a player starts in an AI heli that should be flying from the very start.

    How do I get around this? Is there a way to script it's forward movement temporarily, so that the pilot can take over as normal?

    Or could you fade in from black? Maybe with a title as well?

    cutText [text,type,speed] ? If so, where does one put it so it activates on mission start, for all players?

    Cheers.


  2. How does one play the sound of a helicopter exploding (default sound - using ACE, though), or emulate a chopper exploding, so that you get the sound, activated via script?

    At the moment, I black out the player's vision, and setdamage to false, then blow up the chopper next to them. Problem is, they keep shaking because of the ACE explosion shake, even though they take no damage.

    Also, how do I kill the crew of the heli, once it's destroyed?

    I've been racking my brain over this one for a while.

    Cheers.


  3. For a more dramatic look, it seems having the helicopter moving at full speed, with this in a trigger, once it gets moving;

    H1 setHit ["mala vrtule", 0.95]; H1 setfuel 0; H1 engineon false;

    (Where H1 is heli name).

    How can I make the sidegunners hold their fire? I've set this in the heli init field;

    Heli = group this; Heli setcombatmode GREEN;

    But no luck.

    Any ideas?

    ---------- Post added at 05:16 PM ---------- Previous post was at 05:15 PM ----------

    For a more dramatic look, it seems having the helicopter moving at full speed, with this in a trigger, once it gets moving;

    H1 setHit ["mala vrtule", 0.95]; H1 setfuel 0; H1 engineon false;

    (Where H1 is heli name)

    How can I make the sidegunners hold their fire? I've set this in the heli init field;

    Heli = group this; Heli setcombatmode GREEN;

    But no luck.

    Any ideas?

    EDIT: Moving full speed + that code usually results in a crash. I now run heli at normal speed.

    In addition to above questions, how can I tell that the heli has hit the ground, as a condition in a trigger? What's the command for height? And how do I say 'less than blah blah' with that, in a command?

    Cheers.


  4. http://www.filefront.com/15394499/Manzilla%20Delete%20Trigger%20Test.zip

    Check 1 fires on building destruction, Check 2 fires when you run to the left of the tank, and the trigger is active.

    You can see for yourself by running before taking out the building - Check 2 works. Destroy the building, then Check 2 does not work.

    And I know what you mean - I have those crazy bugs too :/


  5. Manzilla, if you're wondering how to do it, it's like in that other thread about blowing up the bridge. You remember? I helped you with;

    !alive nearestObject [bridgeMonitor, "House"] && !alive nearestObject [bridgeMonitor1, "House"];

    If you set that up, with a logic called 'BridgeMonitor', or whatever, on top of one transformer, and BridgeMonitor1 on the other, and trigger-exec this lights-off script, and there you go!

    You can use ID's to be more precise in the above code, which can be found by zooming in on the transformers in the editor with ID's enabled.

    Hope this helps.

    - HateDread


  6. How does one turn off the streetlights in a certain radius, town, or the whole map, respectively? I assume there must be a function or command?

    Edit:

    Dug this out of Eve of Destruction;

    one=true;

    publicvariable "one";

    power setTaskState "SUCCEEDED";hint "Power supply is cut ... Objective complete ";

    sleep .5;

    {_x switchLight "off"} foreach (position powercut nearObjects ["streetlamp",3000]);

    sleep .5;

    {_x switchLight "off"} foreach (position powercut2 nearObjects ["streetlamp",3000]);

    sleep 11;

    elekgunfire=true;

    publicVariable "elekgunfire";

    hint "Enemy units at the port of Elecktrozavodsk have been alerted by the explosion at the power station "

    Guess that helps?

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