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Joint Operations Anything about the Joint Operations series of games. |
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#1
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making 'invisible sit points'
hi, if you're still in jo mapping you should try this in your maps.
Make your map and put the sittable chair Chair01.3di, and use the wac command hidessn(chairssn number). That will only make the chair invisible but the players and AI still will be able to sit on it. you can make things like this: as you can see it looks like the soldiers are sit on the barrack building, players can also sit there, cool isn't it? happy new year. |
#2
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lol mods can do that but what is that name mod?
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#3
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That's not mod its just Joint operations Escalation.
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#4
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dude but how to attach ai in vechicles or chairs?
because 125-goto ssn(any) not working |
#5
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Quote:
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#6
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first , set a condition and then the events: SSN2SSN(AIssnnumber,Chairssnnumber) , that will tell the AI to go to the chair. After that, use SSNUSE(AIssnnumber), and that will tell the AI to attach to the chair. You have to do that for every single AI you want to attach to chairs. Be careful with those commands it will crash the game if you don't use them correctly.
check this tutorial for more info http://nile.dfreload.com/index.php?showtopic=62 |
#7
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aw
problem on my nile when trying to attach snn to snn but,attach snn pilot to %s%(%s%-ah6 little bird) why invisile or cannot reavel,i can send u on fri a 1vid. and 1 pic. or send me old version of nile because new version of nile doesnt wor to attach it marked %S% |
#8
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A few misplaced posts , sry.
Start with this. Try out ssnuse and release commands and a few others to get you by. ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters ssnrelease(ssn) remove ssn from emplaced weapon ssnride(ssn#) ssnonssn(ssn#,ssn#) ssnnearssn(ssn#,ssn#,distance in meters#) ssnseesssn(ssn#,ssn#,distance in meters#) meride(ssn#) meattached(ssn#) medrive(ssn#) meongun(ssn#) playerfired(#)1=knife, 2=sidearm, 3=rifle etc. Last edited by Guest001; 01-24-2014 at 11:27 PM. |
#9
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After editing ssn numbers can change. (especially ssn on top of ssn) ALWAYS Check your AI SSN numbers are still matching in the WAC.
Try ssnride: if ssnride(#) then ploop if ssnonssn(player,#) and not ssnride(#) then ssn2ssn(player,#) ssnuse(player) endif end endif if ssnride(#) then ploop if ssnonssn(player,#) and not ssnride(#) then ssn2ssn(player,#) ssnuse(player) endif end endif |
#10
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Quote:
Sorry if the script above doesn't really help you. ssn2ssn will not attach the AI, they will just run towards the central node of the object ssn So try to get them in by teleport or ramp. Attaching with special Way Points 123, 124, and 125 doesn't work well from the wac unless you trigger variables. These variables still need to be set in the editor itself. NOTE: WAC scripts can be made less prone to errors by leaving out these two parenthesis () symbols. Putting these characters "()" in the wrong place without the correct params is a common error. Quote:
Last edited by Guest001; 01-24-2014 at 11:38 PM. |
#11
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Sorry post error
Last edited by Guest001; 01-24-2014 at 11:34 PM. Reason: Error |
#12
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Sorry post error
Last edited by Guest001; 01-24-2014 at 11:35 PM. Reason: Error |
#13
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ah my problem solved:
i go to novaworld forum and say if i want ai to attach to vechicle without wac i updated it after updating ai can attach now |
#14
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Please explain a bit more. Are you saying you could not attach with WAC and you updated your game and now you can? Doesn't make sense if that's the case. As far as I know... for BHD If you publish your map and want others to play it. To get the WAC working in BHD properly the user who downloads the map also needs /d switch on their game shortcut params. Or the WAC will not work for them. For JO the wac always works so???? |
#15
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but,another wacs cant work i have /d ok but error occurs
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#16
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Please post an example.
Are you using N.I.L.E. or MEd? Last edited by Guest001; 03-06-2014 at 07:12 PM. |
#17
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Look closely at this wac, download with this map in the ZIP file below.
I've discovered it let's the AI board the chopper if you set the right angle of approach for AI In this script1 the helo waits for player In script2 the helo takes of immediately. We just change "and" to "or" In the MED you use object SSN numbers - in the NILE you use the object ID numbers as SSN //script1 if never() then ssn2ssn(1,2)//send (AI ssn1) to (helo ssn2) endif if ssnnearssn(1,2,10) and ssnonssn(10000,2) and never() then// helo waits for player (ssn10000) set(v1,1) endif if eq(v1,1) and never() then ssntowp(2,1)//sends helo to waypoint 1 endif //script2 if never() then ssn2ssn(1,2)//send (AI ssn1) to (helo ssn2) endif if ssnnearssn(1,2,10) or ssnonssn(10000,2) and never() then// helo takes off immediately (AI ssn1) set(v1,1) endif if eq(v1,1) and never() then ssntowp(2,1)//sends helo to waypoint 1 endif Last edited by Guest001; 03-06-2014 at 07:15 PM. |
#18
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better id shortcut way doing it! put a large sheep dog laying on top of the seating points location
you feel all warm and fuzzy inside
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#19
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Quote:
//Sack Script if ssnonssn(player,1) and never() then// Player(ssn10000) Chair(ssn1) killssn(10000) text("You're fired!") endif ROFL |
#20
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both nile and med are using guys
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