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A stupid question
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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Oct 14, 2008 5:09 am    Post subject:  A stupid question Reply with quote  Mark this post and the followings unread

I've made a trigger that causes an
1. orca transport and an engineer to spawn
2. the engineer load into the transport
3. the transport to arrive at site of bridge
4. unload
5. engineer repair bridge.

when such a bridge is destroyed.
i just can't get rid of the orca transport after the engineer has repaired the bridge. what we be the most efficient way for the transport to shuffle of the edge of the map.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Oct 14, 2008 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Why must the transport fly off as soon as the bridge is repaired? Why don't you just drop off the engineer and then make the transport fly off as soon as you've been delivered the engineer using this technique in the script:

1 - Move to waypoint XX (This will be the waypoint where the dropship enters the map)
2 - Unload (Select the option that says keep transport, loose units)
3 - Move to waypoint XX (This will be the waypoint where the dropship leaves the map)

If you don't want to do that (Which is the simple way) You could do this option with a dropship instead of an Orca transport: http://www.ppmsite.com/forum/viewtopic.php?t=16820

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Oct 14, 2008 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

i did try that, but then i couldn't figure out how to get the engineer into the bridge repair hut.

the script i had originally was
1. load into transport
2. move to waypoint
3. unload (keep units keep transport)
4. attack waypoint (waypoint placed on bridge repair hut)
5. move to waypoint
6. self destruct
however the transport kept trying to attack the bridge repair hut, which makes sense.

either way i don't know how to deal with units that leave a team.
i'd tried creating another team through triggers (consisting of the transport and changing the above script to keep 'units, lose transport') but that didn't work somehow.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Oct 14, 2008 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I Don't think you understand the Unload key.

Keep units and Keep Transport means that whatever is next in the script abides to both units and the transport.
Keep units lose transport means that whatever is next in the script abides to the units only.
Lose units keep transport means that whatever is next in the script abides to the Transport only.
Lose units Lose Transport means that whatever is next in the script abides to none of them.

Its easy to understand, just take a proper look at the tutorial link I sent you.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Oct 14, 2008 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I took a look at the tutorial and i understand completely all that, and i'm pretty sure i understand the Unload key. The difference between the effect i want and the effect described by the dropship tutorial is i want the contents of the transport to actually do something after being unloaded.

What my problem is is that 'keep transport, lose units' lets me make the transport leave using the script, but then what to do with the engineer?

'lose transport, keep units' lets me get the engineer to repair the bridge but the transport won't do anything cause its not part of a team anymore.

The effect i want is the engineer to unload from the transport and repair the bridge while the transport flies away. I've tried to get this affect using trial and error using different triggers/scripts etc.. and common sense, but it wasn't getting me very far.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Oct 14, 2008 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why can't you just have it so that the player commands the Engineer to repair the bridge? It saves a whole lot of trouble. There is a little way I like to make separate commands for the Dropships etc.

You make the trigger as you've done with the script following my tutorial, Circle the waypoint where the dropship unloads with celltags. Once the engineer is unloaded and has entered the cell tag, set another trigger where the Taskforce (The Engineer) follows its own script by attacking (repairing) the bridge. Meanwhile your other script, the dropship script will be as follows.

Move to waypoint XX
Unload (Lose units Keep Transport)
Move to waypoint XX (Somewhere off the map)

Its a simple way of achieving what you want.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 14, 2008 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

or you can check the Nod mission where you have to free Slavik and Oxanna with a commando cyborg

in this mission the Cyborg enters a truck, the truck drives to a waypoint, unloads the Cyborg, the truck drives further to a waypoint and explodes there while parallel to this, the cyborg moves to a different waypoint.

i think if you replace the truck with a dropship and the cyborg with an engineer almost all work is done.

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deathrider1991
Light Infantry


Joined: 19 Mar 2008

PostPosted: Tue Oct 14, 2008 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is what I would do.

Make a local and make it cleared.

Script1 (Engineer):
1: Orca come to said waypoint.
2: Unload Lose transport keep units
3: Set Local (Somthing about the orca.)
4: Attack waypoint so that the engineer enters said building. (Never Tried This)

Script2(Orca leaving):
1: Move to waypoint.

Taskforce 1: Engineer and orca transport.
Taskforce 2: Orca Transport

team 1:
Taskforce: Engineer and orca.
Script: Script 1.
Autocreate should be checked off.

Team 2:
Taskforce: Orca Transport
Script: Script 2
Nothing should be checked.

Trigger1:
Event1: Bridge is destroyed.
Action 1: Reinforcment Team (Orca And Engineer)
Action 2: (If it appeals to you) Disable Trigger1

Trigger2:
Event1: Local is set (The same local from before)
Action1: Create Team (Just the orca transport)
Action2: (if it appeals to you) Disable Trigger2

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Wed Oct 15, 2008 12:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for all your help, guys... It works great now.
I used Aro's suggestion as i want this effect with two bridges.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Oct 15, 2008 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think it was that stupid of a question. No need to put your questions down.

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