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> Trigger Question : Specific Target
RolfLarsson
post Apr 29 2010, 00:29
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I'm trying to create a scenario where the player, a civilian character, is charged with assassinating a BLUFOR officer.

I've already programmed a "friendly" relationship between East and Civilians. However, what I would like to do is make a trigger so that when the officer ("Target") detects the Player (and only the player), and the Player has a weapon equipped, the officer will fire upon the player.

In addition, I'd like to make a trigger to make the Target's bodyguards likewise fire on the Player when Player is detected (and is visibly armed).

Any tips? I've consulted the ArmA Editing guide by Hoffman, but the English is so awkward I can hardly understand parts of it.
 
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RolfLarsson
post Apr 29 2010, 07:25
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I meant to say OpFor, as they're technically the "East"
 
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D@V£
post Apr 29 2010, 07:46
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You can group a trigger to a unit in the same way you would another solder to replace "BLUFOR, OPFOR, etc" with "Vehicle, any group member, entire group" though I'm not entirely sure that get the exact results you're looking for.

You're best bet would be to use the "knowsabout" command in your triggers condition field. Try using:

CODE
Target knowsabout Player = 0.7


You might want to refer to the biki page here: http://community.bistudio.com/wiki/knowsAbout


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maxjoiner
post Apr 29 2010, 16:46
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You can try this:
creates a trigger act: player hasweapon "nameweapon" - on act nameofficer dotarget player;namebodyguard dofire player
creates an other trigger with a timer or other system for activation, on act: player addmagazine "namemagazine";player addweapon "nameweapon" (the weapon must be equal in both the triggers)

This post has been edited by maxjoiner: Apr 29 2010, 16:48


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RolfLarsson
post May 2 2010, 21:03
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The problem is that even when I try to create a trigger using the "knowsAbout" or "doFire" commands, the thing that ends up happening is that even when the target is being shot at, he will continue on as if nothing is happening.

The idea with this exercise was to create something resembling the "Hitman" games, where the target and other enemies would have their routines, and it would be up to the player to find the best way to eliminate the target and escape successfully.

Another part would be to create a trigger that, upon the elimination of the target, would allow the player three-five minutes to reach a certain distance away from the scene of the assassination, after which enemy troops/guard would be likely to find and fire upon the player. If the player was able to escape the city within that time, the guards would have no idea where to start looking for the killer.

This post has been edited by RolfLarsson: May 2 2010, 21:04
 
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