Page 1 of 2 12 LastLast
Results 1 to 10 of 12

Thread: Mg Nest dofire!

  1. #1

    Mg Nest dofire!

    Hey,

    I want a MG Nest on a hill to shoot a civilian vehicle, if a trigger fires.

    I have tried setcaptive false, dotarget and dofire, but it doesn't work for the MG Nest unfortanely.

    Cause it's a warfare building? I don't know, is there a way to let a MG Nest fire per trigger on a civilian car?


    Thanks for help

  2. #2
    There does seem to be a problem but what you can do is group the civ to an OPFOR unit with probability of presence set to zero.

    Have the OPFOR with a higher rank

    In the civs init put this setcaptive true

    in you trigger you will need civ_units_name setcaptive false

  3. #3
    Private First Class
    Join Date
    Jul 13 2012
    Posts
    16
    Author of the Thread
    hey

    thanks, nice idea! but it seems to work only for units, not for vehicles lol.. one problem comes to another

    when i make the civilian a car, then the mg nest doesn't fire anymore. tried also to make the invisible opfor-civ-commander a vehicle too.
    this has no effect. maybe if i make an empy car and place the civilian (man1) and his invisible deathshadow into it?

    i will try out, thanks for helping

  4. #4
    Tell an enemy unit to get in the car, with hideobject this. Then there should be an invisible target inside the whole vehicle will get lit up.
    My Chernarussian Civil War SP missions:
    Enfilade Ambush
    Autumn Siege

  5. #5
    Invisible units aren't seen by AI unless they open fire.
    Invisible units become visible when getting in vehicles.


    I have no problems using vehicles grouped to units.
    Make sure to name the civ and use that name instead of civ_units_name

  6. #6
    Private First Class
    Join Date
    Jul 13 2012
    Posts
    16
    Author of the Thread
    I can't get it working. No matter which combination.

    I want a civilian car to drive a road at night and my vehicle is driving behind, then the mg nest opens fire on the car when I fire a trigger.

    When I use a civ-unit (man) and let him take place in a car (car1) then a)this moveindriver car1 = he leaves the car immediately after mission start, even if his invisible commander is in car1 too or b)this moveincargo [car1,0], then the civ sits on the place next to driver and will get shot! but if i place another civ as driver to let him drive, so the car is moving ^^, then the civ (man) doesnt get shot anymore?

    hard to understand

  7. #7
    Invisible units aren't seen by AI unless they open fire.
    Invisible units become visible when getting in vehicles.


    I have no problems using vehicles grouped to units.
    Make sure to name the civ and usue that name instead of civ_units_name

    you can also force it to fire.

    name the mg nest m2 and the car t1

    Place the following in a trigger on act

    PHP Code:
    null=[] spawn {m2 dotarget t1 ;sleep 2;while {alive t1 and alive m2} do {sleep 0.1gl action ["useweapon",vehicle m2,m2 turretUnit [0],0]; }}; 

  8. #8
    Private First Class
    Join Date
    Jul 13 2012
    Posts
    16
    Author of the Thread
    Hey,

    it does work for me too, to use the Civ-vehicle grouped to an higher ranked enemy unit (Possibility of Presence 0) from the start, but so the car get shot at automatically by the mg within far distances.

    so if I want to let the Civ-car join the invisible enemy via trigger - [unitname] join leader-unitname - 50m in front of the mg, the mg-gunner doesn't open fire anymore.

    I tried the forcing-method you wrote, does it work for you with mgnest? i named the nest "m2" and the car "t1" and just copied the code in the trigger act line.

    thanks anyway. it must have something to do with the class of the mgnest as a "warfare building" instead of an ordinary. for a normal footsoldier the shoot-forcing works fine.

  9. #9
    You might be able to use an old script I made for it
    http://forums.bistudio.com/showthrea...05#post2070305

    If that kind of thing will work I can send you the updated version (or modify it a bit for what you need)

  10. #10
    If you use setcaptive true at the beginning then setting it false in a trigger should let the MGunner open fire.

    The force method works fine for static gunners and mgnest, I did forget to mention you need a game logic named GL or replace GL with the name of the unit M2.

    It's not just warfare I think it's static gunners.

Page 1 of 2 12 LastLast

Similar Threads

  1. Is MG in MG nest separate object or part of whole nest?
    By boota in forum ARMA 2 & OA - GENERAL
    Replies: 4
    Last Post: Aug 26 2010, 02:35
  2. doFire don't work
    By eJay in forum ARMA 2 & OA : MISSIONS - Editing & Scripting
    Replies: 2
    Last Post: Feb 27 2010, 22:46
  3. Question concerning dofire
    By commiejoe in forum ARMA - MISSION EDITING & SCRIPTING
    Replies: 6
    Last Post: Jan 13 2008, 16:19
  4. Dofire, dotarget
    By Winters in forum OFP : MISSION EDITING & SCRIPTING
    Replies: 9
    Last Post: Oct 30 2002, 22:20
  5. Dofire
    By BabaZed in forum OFP : MISSION EDITING & SCRIPTING
    Replies: 2
    Last Post: Jul 7 2002, 17:19

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •