chrisferg75 - 10-27-2007 at 02:16 AM
I'm trying to teleport some bad guys to a different location, by teleport target after they die, but doesn't work, anyone can help me with this???
p1gs1ck - 10-27-2007 at 04:20 AM
In the med select the option print all events
this creates a text file containing your map events
from this copy and paste your ai teleport events into this thread and then we can see where you may have gone wrong
Xx_jet_xX - 10-27-2007 at 05:58 AM
he said what hes doing wrong. "by teleport target after they die"
Assassin Xaero - 10-27-2007 at 06:59 AM
You have to wait for them to come back alive before you teleport, or it screws up... or that is what I've seen happen in the past...
Eagle_Eye - 10-27-2007 at 10:42 AM
I wrote some of the events for a JO IC4 mission by Iceman, where we did this, and it worked very well..took me a while to get this right..
Trick is, you need 2 events..
eg..The AI is ssn2000
event1. trigger, no action..
if ssn 2000 is dead.
event2. trigger, if ssn2000 is alive and
event1 has been triggered
action. teleport ssn to target x
The AI will respawn at the original spot, then a slpit second later will be teleported.
It should work in BHD as well..
EE
p1gs1ck - 10-27-2007 at 11:52 AM
...or just add a delay to your event trigger
Eagle_Eye - 10-27-2007 at 03:27 PM
Trust me, I tried all kinds of stuff, including a delay on the "if dead" event, but this was what works the best..
Reason..if you have a respawning AI, it's not really dead until it has completed all it's respawns..it just dead for a split second, until the game
engine catches it, and respawns it...it's not dead long enough the use an "if Dead" as a full tigger..
You need to catch the respawn..so if Alive is better..
EE
p1gs1ck - 10-27-2007 at 09:12 PM
EE
you can trust me too (I've used delay on ssndead events before).
Whichever way you look at it you still have to have an event trigger to test for ssndead - which you do in your Event 1.
If, as you say, this is unreliable then your 2nd event wouldn't trigger either.
A delay of over 5 seconds should work (as thats about the amount of time it takes for ai respawn).
P1g
Eagle_Eye - 10-27-2007 at 09:37 PM
Well, I'm not going to argue, at least chrisferg75 has some data to use..
I did a lot of events to figure this out for Icemans request, including just a delay..which didn't work for me..I have countless test maps for this
exact scenario.
We all know that weird things need to be done in certain instances to get the game to do what you want..
But, as I said, I did this for JO, not BHD, and it may be treated totally different..
### EDIT ###
Just so happens, both work in BHD..yours a little quicker than mine..
EE
p1gs1ck - 10-27-2007 at 11:32 PM
No argument EE.
To be honest your way will be the most stable, reliable way. It's just I try to write compact code, which can introduce unreliability. Looks like
Chris has had an overdose of help here...which is a good reflection of the comprehensive knowledge available on this site.

chrisferg75 - 10-28-2007 at 12:40 AM
Sure it is alot of help, i'm going to try it, and let you know how it goes, i guess if it vcan be done with a single ssn it can be use for groups as
well right?? 'cause the thing is that I have to clear a building from bottom to top, and then go back and link with my teammates and move on to the
next location, i tried respawn but they respawn to fast and they are alive again when i come down... well I'lll try with this info and see what happen
thanks for all the help it's always great to be part of DFB
chrisferg75 - 10-28-2007 at 01:07 AM
So, is it like this???
Event 0: Event 0
Triggers:
Group 3 has been destroyed
Event 1: Event 1
Triggers:
Group 3 is still alive and
Event 0 has been triggered
Actions:
Teleport group 3 to target 1
Because is not working... or i'm missing something???
Eagle_Eye - 10-28-2007 at 01:32 AM
Use ssn, not group..
Fireant - 10-28-2007 at 01:55 AM
This thread is becoming amuseing...lol
Reading thru 2 great mappers going at it 
Chris just did something I was about to suggest by posting his info... Maybe 1 of you wise, all knowing fellows could just write it up for him quick.
I'd be happy to do it, but I don't know diddly about it myself. Sorta leaves me as a 5th wheel here...LOL!!!
Eagle_Eye - 10-28-2007 at 02:03 AM
Well, I do have the test map I just did to see if they both work..I just haven't uploaded it yet..cos it's bedtime here in AU..
Maybe in the morning..
EE
p1gs1ck - 10-28-2007 at 02:15 AM
Chris,
if you are using respawning ai and trying to test if all in group dead, then they would ALL have to be dead at the exact same time for this to trigger
- this will be very difficult to achieve unless they are all very close together in the map.
Your best bet is to follow EE's recommendation and do it individually on SSN instead of group.
It's a bit more effort but it will work.
P1g
perigrine falcon - 10-28-2007 at 03:34 AM
Alot of mappers overlook mission variables and how useful they can be
Event 0: Event 0
Reset after 15 seconds
Triggers:
SSN (AI) is dead
Actions:
Increment Mission Var#1 by 1
Event 1: Event 1
Triggers:
SSN(AI) is alive
Mission Var#1 is equal to 1(or whatever number of times u want AI to die before teleport)
Actions:
Teleport SSN (AI) to target 1
with this you can set it to whatever amount of times u want the AI to die before teleporting it.
depending on the amount of time u use to reset event 0 the number of times u kill AI before it teleports could be a random # => the mission variable
EXZMPLE: u kill the AI the variable is set to 1 (lets say trigger is 3) before the EVENT resets the AI respawns u kill the AI again and respawns again
(2 kills 1 mission variable increment)
NOTE: never tested it the logic fits but doesn't mean the the event will work properly
Eagle_Eye - 10-28-2007 at 04:51 PM
Here's my little demo map for BHD.
Right click, "Save Target As", choose a place on your Hard Drive to save it.
http://www.deltaforcegaming.com/forum/downloads/df5/BHDTelep...
EE
Deicide~BoD~ - 3-1-2008 at 06:59 AM
I teleport Ai the same as I would to teleport say a lamp post... never had any issue.. one thing I do do how ever is keep them green until they have
been teleported then I switch them with an event.