Empty Vehicle with Lights ON, Have an abandoned vehicle with its lights on and crew dead |
Empty Vehicle with Lights ON, Have an abandoned vehicle with its lights on and crew dead |
Apr 25 2009, 12:38
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#1
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Member Group: Members Posts: 30 Joined: 31-October 08 From: England Member No.: 4,435 |
I'm currently doing a zombie mission and i want several cars to be around the city with there lights still on and the 'crew' dead inside or missing. How can I do this. I've browsed the forums and havent found anything. Also looking through wikipedia and OFPEC has just left me with a headache.
Is there anyway to do this without doing a script? |
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Apr 25 2009, 15:13
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#2
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
Try this:
CODE car_name action ["lightOn", car_name]
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Apr 25 2009, 18:55
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#3
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
there's no way, cause it must be engine on...
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Apr 26 2009, 05:57
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#4
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Member Group: Members Posts: 51 Joined: 5-August 08 From: Warrington, Cheshire, UK Member No.: 3,833 |
I haven't tried it now to make sure, but if you enter a vehicle, the lights do come on with 'engine on', as I left the vehicle, the lights remained on....I'm sure they did.....I think...maybe....
So could you not add a vehicle with AI inside, then run a command to move the AI soldier from the car to another part of the map to hide him? Would that not work guys? -------------------- "I thought I'd lived a simple life. But I've sinned too much"
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Apr 26 2009, 08:10
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#5
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Member Group: Members Posts: 30 Joined: 31-October 08 From: England Member No.: 4,435 |
QUOTE I haven't tried it now to make sure, but if you enter a vehicle, the lights do come on with 'engine on', as I left the vehicle, the lights remained on....I'm sure they did.....I think...maybe.... So could you not add a vehicle with AI inside, then run a command to move the AI soldier from the car to another part of the map to hide him? Would that not work guys? Afraid not. If you move the soldier out of the car the engine turns of along with the lights. EDIT: I've found a solution kind of : 1) I made an empty vehicle 2) Made a soldier 'Get In' the vehicle and called the soldier 'S1' (set to 'careless') 3) Then I made a 2nd 'Move' waypoint and in the activation bar I put the following script "S1 SetDamage 1" This means that when the vehicle reaches the move waypoint, unit 'S1' dies inside leaving the engine/lights ON. This can be repeated for however many crew are inside the vehicle i.e S1 SetDamage 1; S2 SetDamage 1; S3 SetDamage 1 etc... Though it does seem you CAN'T have a vehicle simply abandoned This post has been edited by Sniper_Ghost: Apr 26 2009, 08:11 |
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Apr 26 2009, 10:47
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#6
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
But of course you can. This is done by ejecting the vehicle. As Electroself told above, ejecting vehicle keeps its engine and lights on. Try this:
CODE unit_name action ["eject", vehicle_name] After this you could setPos or deleteVehicle him away so he won't be wandering around the abandoned vehicle anymore. |
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Apr 26 2009, 18:12
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#7
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New Member Group: Members Posts: 1 Joined: 26-April 09 Member No.: 5,627 |
Create a game logic, and use moveInDriver on the game logic to put him inside the car you wish the lights to be on in. That should do the trick for you.
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Apr 26 2009, 18:14
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#8
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
Tyger, is that even possible? Does this mean you can put "invisible" drivers in vehicles too driving around?
EDIT: Well, I just had a try on it myself and it sure works. I didn't get them to drive around though... Silly guess. This post has been edited by Rellikki: Apr 26 2009, 18:19 |
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Apr 26 2009, 18:26
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#9
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
This is actually way simplier than everyone is making out.
Rellikki's approach is pretty much it, but it won't work because he's trying to have a vehicle call the action event, only soldiers can. Also, as Linker correctly pointed out the engine needs to be on. So, yeah, just use the EngineOn command. In the vehicle init: CODE This engineOn true Then a trigger with a timeout of about 2 seconds or so (don't forget to set condition to "true") CODE Player action ["lightOn", Car] It's pretty simple really... This post has been edited by D@V£: Apr 26 2009, 18:27 -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Oct 26 2009, 05:47
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#10
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Member Group: Members Posts: 75 Joined: 25-July 09 From: Ga,USA Member No.: 6,251 |
how do you get a tank with the crew to keep its lights on?
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Oct 26 2009, 07:19
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#11
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Junior Member Group: Members Posts: 11 Joined: 8-September 09 Member No.: 6,487 |
Use the scripting command setBehaviour and its parameter "careless" or "safe": tank1 setBehaviour "careless";
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Oct 15 2014, 10:57
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#12
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Junior Member Group: Members Posts: 13 Joined: 14-October 14 Member No.: 10,553 |
Thank you for good communication.
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