i have a small problem with some civilian prisoners in a map i have got them to go to WP which ends under a helo and therefore civies in helo i have tried useing the last civi into helo as trigger to remove WP in nile via SSNremoveSSN to no luck
is there a way i can make these civilians inactive when inside the helo so i can fly thm bk to basecamp and end game ??? end game trigger works and game ends but prisoners dead on floor inbtween prison and basecamp which sort of defeats the object of getting them out really
Joined: Wed Oct 11 2006 Location: The Netherlands Posts: 635
You can control the seating of Ai through wac script...
if never() then
ssn2ssn(xxxx,yyyyy) // xxxx is AI ID, yyyy is HeloID
SSNtoWP(xxxx,123) // Wp 123 is any seat but gunner and driver
endif
With this piece of code you can man the helo and leave the driver seat and gunner position empty. B sure to set the civilians to your team, otherwise you can't take a seat in the helo...
tht sounds great Nut Ace but there is one problem with that code and tht is the civilians are in a yard with enemy guards and enemy will shoot thm or will it work if i set thm to jops team and invincable ??
Joined: Wed Oct 11 2006 Location: The Netherlands Posts: 635
Executioner-BRS- wrote ...
tht sounds great Nut Ace but there is one problem with that code and tht is the civilians are in a yard with enemy guards and enemy will shoot thm or will it work if i set thm to jops team and invincable ??
No that won't work...The enemy AI will keep shooting them... Just set the civi's to neutral. Don't know if you can fly the Heli then...you'll just have to test that..
Joined: Tue Dec 30 2003 Location: Lincolnshire England Posts: 2080
No he wont be able to fly the heli, why not make a civi fly you back? Even if you changed the civis to the blue team at point of loading, only the host would see them change tam and only the host would be able to attach.
Another solution could be to teleport the civis to the final wp, then you fly back.
Try setting them as coward, if I remember correctly AI will not shoot at other AI that has been marked as coward. Haven't tested it on civilians though, but worth a shot. Else you still have exclusive AI targetting, but that won't work with NILE so you have to convert your project to MED then (not a bad idea though).
I've tested it this morning, with civilians set to blue team, coward, blind and indestructible the enemies will not attack them. So that way you can safely set the to blue team so you can fly the heli when they attach, without having the enemies trying to kill them all the time.
Another option to stop enemies from staying at their last WP is adding a new waypoint to the back of the list with a very large radius. I use that a lot for enemies attacking you so after they reached the last WP they are free to engage and chase you all over the map rather then grouping together at the same place. If you use a radius of 2000 meters they will (unless your heli ride is extremely long) always be inside the final wp and will not try to walk back.
Finally you can send them to waypoint list 0. As far as I could test, sending AI on waypoint list 0 causes them to detach (if they are attached) and hold at their current position (if they were given a waypoint before).
Joined: Sat May 06 2006 Location: Slovenia Posts: 920
That's all nice Micha, but if you set bg AI to coward and blind they won't shoot on anyone - you or civilians, they will be just watching and staying still.
The best way is to set civilians to neutral and let's say you don't rescue them in 5-10 min they die, by using Kill Unit command. And if you save them in time they can fly the helo out of there with you onboard.
No, you set the civilians to coward, not the enemies of course. The enemies will still attack you, but will ignore the civilians because of the coward flag. AI only attacks cowards when the coward attacks them first. It should have the same effect as when you set them to neutral team, but now you can give them friendly tags and attach to the same heli.