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MortenL

Waypoint (how to make it invisble but still there)

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Probably a noob question(always assumed it would have something to do with the cadet mode, however that is only the map it seems)

I have tasks set in place which will show as waypoints, so i dont want the waypoints (used in case of an AI being the leader + trigger) to also show aswell. (looks dumb with 2 waypoints at the same location)

So how can i make the standard waypoint invisible for the group leader and teammates? without deleting it.

Any script i can use for this?

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I would also like to know this.

It would destroy the last problems i have with my mission!

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Doesnt seem to work :\

How exactly should the code look, and where should i place it?

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Well it depends of the waypoint number, It can be placed anywhere as long as you know the group.

If your waypoint is the first waypoint then you can use:

// _grp is the group that you want to hide waypoints from.
// 0 refer to the waypoint number (1 here).
[_grp, 0] showWaypoint "NEVER";

Also i think that if you trick the Difficulty you can get Waypoints display off.

Edited by Benny.

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Just dont put in : task setSimpleTaskDestination position until its needed in the mission - you can add it anytime in a trigger.

Just group a trigger to the leader

Trigger = blufor detects Opfor leader

activation = task setSimpleTaskDestination position

something like that anyway :)

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Still dont get it to work, it's driving me insane knowing it's so near to completion yet something as simple as hiding a single waypoint is keeping me from finishing.

Could i perhaps send the mission file to one of you gentlemen to have a look at what i'm doing wrong?

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I'm looking around arma 2 scripting atm... found some intresting stuff about tasks...

Here's a task creation process.

/*
Task kinds:
- "taskNew"
- "taskCurrent"
- "taskDone"
- "taskFailed"
*/

//Creating a simple task.
mytask = player createSimpleTask ["taskA"];

//Giving the task a description.
mytask setSimpleTaskDescription ["desc test","descShort test","descHUD test"];

//Displaying the task on screen, in our case we display the first of the 3 descriptions that we assigned above, our task is a new task.
taskHint [format [localize "str_taskNew" + "\n%1", (taskDescription mytask) select 0], [1,1,1,1], "taskNew"];

Also hiding waypoint seems like a pain in the ass. Your main problem is the chopper evac? how about using a sync whenever you reach a special location that would trigger the chopper to come and wait for the player & his team to board on without using waypoints?

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How does that work? Doesnt the chopper require a get-in waypoint to be synched with it's own load-waypoint?

As far as i know, using a trigger for my own forces it would come if i come in the trigger area, but after that immediately move on?

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When you reach a certain point (a location for exemple), you let a script execute the following:

init: chopper go to the Evaclocation

init: chopper land

in a while you use something like {vehicle player != desiredChopper} do {chopper has to wait};

NOTE: The chopper will take off after player's in, if you want to wait all units, just use a {} forEach group player where you check if each (alive) units are in the chopper.

end: chopper doMove desiredLocation

Edited by Benny.

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