
Heatguts
Joined: Jun 6, 2014
Recon Armor FTW!
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Posted: Jun 25, 2014 10:20 PM
Msg. 1 of 9
1. Is there a way (or a command) to detect if an actor dies?
2. Is there a way to detect if all actors in an encounter are dead?
3. How do you display a variable on-screen? (ex. the money count in firefight-portent)
4. How do you force a prompt on-screen? Some maps present prompts that say ok/cancel and look like part of the ui.
5. Can you turn on/off firing positions for ai?
Help would be appreciated.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 25, 2014 11:33 PM
Msg. 2 of 9
Quote: --- Original message by: Heatguts 1. Is there a way (or a command) to detect if an actor dies?
2. Is there a way to detect if all actors in an encounter are dead?
3. How do you display a variable on-screen? (ex. the money count in firefight-portent)
4. How do you force a prompt on-screen? Some maps present prompts that say ok/cancel and look like part of the ui.
5. Can you turn on/off firing positions for ai?
Help would be appreciated. 1. (sleep_until (= (ai_living_count [encounter]) 0) 15) ;waits until an encounter dies. I'm sure there are ways to switch this around for a biped itself. 2. See 1 3. The money count in Portent is a pretty extreme system and you would have to look at those scripts itself. Seeing how you're asking these basic questions, I'd suggest learning a bit more first before you try a money system. 4. In single-players map you can use the UI pause menu widget to display a UI hud. For example, if I put my level in levels/a10 then I can use the a10 help menu widget and call upon it using (display_scenario_help 1). Open Sauce allows you to manually set and use as many UI widgets as you want. 5. You can migrate squads. That'd probably be the best way. Just make 2 squads, one with firing positions and one without. Just move them from one to another with ai migrate. (ai_migrate [encounter] [encounter to migrate to])
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Heatguts
Joined: Jun 6, 2014
Recon Armor FTW!
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Posted: Jun 26, 2014 07:48 AM
Msg. 3 of 9
Thanks. Thinking about it, I probably should have known 1 and 2.
I don't really need a number system as much as a bunch of numbers on the screen that I can modify. I'll go see if I can find those scripts.
And for the last one, wouldn't that interfere with the ai_living_count? Unless you were migrating between squads instead of encounters.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 26, 2014 03:45 PM
Msg. 4 of 9
I guess you could migrate between squads. encounter/squad or encounter\squad I forget. Or just do living count on both of the encounters
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Heatguts
Joined: Jun 6, 2014
Recon Armor FTW!
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Posted: Jun 26, 2014 07:04 PM
Msg. 5 of 9
Yeah, I'll probably do just that.
There was one more thing I thought of earlier but I can't remember it now.
I remembered it. Can you detect if an ai is within a trigger volume? Edited by Heatguts on Jun 26, 2014 at 07:56 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 26, 2014 08:05 PM
Msg. 6 of 9
(sleep_until (volume_test_objects trigger (ai_actors encounter))15)
that might work? You might have to call upon each ai unit on its own though. Not sure
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Heatguts
Joined: Jun 6, 2014
Recon Armor FTW!
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Posted: Jun 26, 2014 08:15 PM
Msg. 7 of 9
That seems like it should work. Thanks.
And another one just occured to me: can you spawn a flag as a scenery item and then place and delete it via a script?
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 26, 2014 08:17 PM
Msg. 8 of 9
(object_create_anew [unit]) (object_destroy [unit])
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Heatguts
Joined: Jun 6, 2014
Recon Armor FTW!
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Posted: Jun 26, 2014 08:25 PM
Msg. 9 of 9
I think that's all my questions. Thanks.
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