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Clavicula_nox4817
Feb 22 2007, 01:42
I am working on a mission that involves ambushing a convoy. There are 6 vehicles. The driver and gunner (when applicable) of each vehicle belong to the same group, lets call them group Alpha. This group is also made up of Independent and BLUFOR drivers and gunners.

The lead vehicle has only 1 passenger who is the group leader for the passengers in the vehicle behind them, lets call them group Bravo and are made up entirely of Independant soldiers.

Each vehicle after the second has the maximum number of passengers. Vehicles 3, and 4 have BLUFOR soldiers and 1 Independant in Vehicle 3 who does not belong to any group. The BLUFOR soldiers are in one group, group Charlie.

Vehicle 5 is a Ural containing a full load of Independant soldiers in their own group, Delta.

Vehicle 6 contains more BLUFOR soldiers, also in group Charlie.

I have given Group Alpha (drivers) 2 waypoints, the first is only a few meters from their starting point so I can set them up for synchronization from OPFOR, the second is the actual destination and is a Transport Unload waypoint.

Each group of passengers has been given a Get Out waypoint in the relative position the convoy stops at, obviously, the waypoints cannot be exact and I want the soldiers to move away from the vehicles anyways.

The problem is, that upon reaching their destination only Group Bravo (Independant soldiers making up the cargo of Vehicles 1 and 2) actually dismount and move to their assigned waypoint, all other groups remain in their vehicles. I have tried adjusting the locations of the Get Out waypoints, as well as riding in multiple vehicles to see if there are any differences in commands given by the squad leaders. So far the only difference is that Group Bravo is given an "All: Disembark" command while all other groups are not.

I'm somewhat stumped on this and looking for any advice. Also, if screenshots of the mission map would help, I'll put those up too.

*edit*

CRAP wrong forum. Sorry, please move.

Heatseeker
Feb 23 2007, 20:14
Since the 12 soldier group limitation is no longer there why not put the cargo'ed soldiers all in the same group?

Name the group (type in group leader ini G1 = group this)
Then you can get them out with:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#34;unassignVehicle _x&#34; forEach units G1[/QUOTE]

You have to think of suitable conditions for the troops to disembark, its possible that if the atack fails the convoy would drive away at full speed so you could check if any of the drivers are dead or the vehicles are damaged as conditions.

Clavicula_nox4817
Feb 24 2007, 02:12
Since the 12 soldier group limitation is no longer there why not put the cargo&#39;ed soldiers all in the same group?

Name the group (type in group leader ini G1 = group this)
Then you can get them out with:
 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#34;unassignVehicle _x&#34; forEach units G1

You have to think of suitable conditions for the troops to disembark, its possible that if the atack fails the convoy would drive away at full speed so you could check if any of the drivers are dead or the vehicles are damaged as conditions.[/QUOTE]
The video I have in the videos section is the mission I&#39;m trying to work on. I&#39;ve updated it and force a bus to drive in the road, and a satchel charge to blow to disable a vehicle or two.

I did experiment with having them in the same group, and there was no difference. There also was no difference if I took away all of the "Get Out" commands with only the convoy&#39;s "Transport Unload" command.

I haven&#39;t tried any scripting solutions, simply because I just don&#39;t know how and haven&#39;t been able to find anything on the forums or OFPEC, but I&#39;ll try out what you suggested.

Heatseeker
Feb 24 2007, 09:01
I dont have Arma yet so i cant test stuff and get back at you but you can try some old comands.
Give the bus a name (variable), i think abus is a good name...
Put a large bomb in the bus: this addmagazine "laserguidedbomblauncher".

(Im not sure if the GBU classname in arma is the same though.)

Name the lead convoy vehicle ex: geep >> (old opf humour...)
Now a trigger:
Condition: geep distance abus <15.
On activation: abus setdamage 1.

Now you can use this to make the soldiers leave their vehicles when the bus blows up, in a trigger:
condition: &#33; (alive bus).
On activation: "unassignVehicle _x" forEach units G1.

You could put an empty old car by the street instead and just use the bus for blocking the road.

Keep at it http://forums.bistudio.com/oldsmileys/smile_o.gif.

Clavicula_nox4817
Feb 24 2007, 14:38
Hey thanks man, that looks like it might work and I&#39;ll check it out today. Yeah, I know all about "geep" and I spy  http://forums.bistudio.com/oldsmileys/wink_o.gif

*edit*

I have a simple proximity explosion set up on the bus, and before the convoy arrives inside the kill-zone, I have an Especas trooper run and place a satchel charge in the road. I have no clue how to later force him to detonate that charge. I&#39;ve looked at the commands "dofire" and "commandfire" and wasn&#39;t able to find anything immediatly relevant, should I be looking at "useaction" or some such? I&#39;m looking at

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bomber action &#91;&#34;touchoff&#34;&#93;[/QUOTE]

If i can&#39;t dfigure this out, at least for this mission I can simulate it with a proximity explosion from an object near the satchel.

Heatseeker
Feb 24 2007, 20:06
bomber action ["touchoff"] is how it used to work http://forums.bistudio.com/oldsmileys/smile_o.gif .

edit: And to place satchel > bomber fire ["put","pipebomb"].

But im not sure if these are working in Arma..

Clavicula_nox4817
Feb 24 2007, 21:08
placing the satchel is different, as is the "action touchoff" command, I&#39;m just going to use a simulated proximity blast near the placement of the satchel because searching the forums hasn&#39;t revealed anything about the actual detonation of the satchel.

Heatseeker
Feb 24 2007, 23:17
Indeed, but thats where you can use the biki.
http://community.bistudio.com/wiki/ArmA:_Actions#TOUCHOFF

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname action &#91;&#34;TOUCHOFF&#34;, unitname&#93;[/QUOTE]

Its great help http://forums.bistudio.com/oldsmileys/smile_o.gif .

Clavicula_nox4817
Feb 25 2007, 02:46
I didn&#39;t even think to look for actions, I was just staring at the command reference trying to make sense of things. Thanks for the help, I&#39;ll test it here in a minute.

*edit*

yeah that worked out perfectly, thanks for the help again.