Delta007bhd
Grunt
Posts: 15
Registered: 1-3-2007
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My first JOTR mapmaking questions
Hello everyone,
OK, I started my first map in JOTR. I've tried mapmaking in DF2 and made one map there and now I've tried JOMED, NILE and DFXMED and I decided to
stick with the DFXMED.
My first questions:
1. how do I attach enemy AI to the nearest emplaced weapon? And which character from the people list can you use for this purpose? I noticed there is
an event for this (attach SSN to nearest emplaced weapon) but it doesn't work. AI is set to red state. Tried with "indonesian soldier with AK47" and
"indonesian unarmed civ".
2. how do I make sure players cannot cycle through waypoints with the F7 key, for instance when I want them to proceed to one objective and make sure
they complete it before they can switch to the next waypoint. I tried the dropdown box in item attributes that says "waypoint advancement event" but
then I can still cycle all waypoints with F7 and it should be locked. Maybe I forgot something.
3. I've got an enemy soldier with RPG on top of a structure but how do I keep him there (guarding and not leaving his place, even when attacked). I
tried special state (guarding) checkbox but then he just stands there and doesn't notice me and then, kaboom, he's dead, lol.
That's enough for now but I'm sure more questions will arise.
Thanks for all your help.
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"Do not interrupt your enemy when he is making a mistake" - Napoleon BONAPARTE

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Assassin Xaero
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1. Redirect the ssn to the waypoint (Goto SSN I think). I think thats how you do it in the DFX med, I use NILE (and have to write events out on wac).
2. I don't think you can... but I may be wrong...
3. Im assuming he runs at you when he sees you. What you need to do is set his max attack and max engage distances to the same number, and set min
engage to 0.
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Delta007bhd
Grunt
Posts: 15
Registered: 1-3-2007
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how do I make friendly AI toss smoke?
Cool, thanks man, it works now. I thought I was supposed to use the event "attach to nearest emplaced weapon" cause there IS an event like this.
Another question: How do I make friendly AI such as a downed pilot to toss a smoke grenade to reveal it's position? I am using Brad G's JO Utility for
the wac script and there is a tab where you can set ai to throw flash, smoke or nades. I can see my pilot throw the smoke grenade but it doesn't seem
to go off into a cloud, is this normal? Or do you need IC mod for smoke too? The mission is to save a downed pilot and after the base is clear he
should toss smoke to tell others where he is. Not that it's that important but I thought it's cool
//----------Start of Smoke Grenade Script----------
if never() and ssndead(92) then
set(V403,10)
endif
if ssnride(96) then
set(V403,0)
endif
if eq(V403,10) and elapse(15) then
SSNanim(128,anim_grenade_1r)
endif
//----------End of Smoke Grenade Script----------
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"Do not interrupt your enemy when he is making a mistake" - Napoleon BONAPARTE

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SAS private LoL
General
    
Posts: 887
Registered: 4-17-2006
Location: Europe, Slovenia
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You can do that with Brad G. JO Utility, should work with DFX MED, just copy the .wac from the program to the .wac file of your map.
You can also place a teleport trigger and choose the particle effect to be smoke(then make an event to trigger it).
But thats more for BHD, since you cant do above with AI.
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Delta007bhd
Grunt
Posts: 15
Registered: 1-3-2007
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So why does the smoke appear in Brad G's utility ONLY and not in game? There are 3 thumbs with a small video playback that show the effect of flash,
frag and smoke, and the smoke does appear on it except in game it doesn't. In game I can see the AI throw something although I can't see the grenade
physically but the AI swings it's arm after which a small puff sound is heard but no smoke and no grenade on the ground.
The utlity also mentions something about snipers can only throw frags and only pilots can throw smoke, and then it says something about IC mod too
that is not very clear to me. Just for the info, I do not have IC mod.
-------------------------------------------------------
"Do not interrupt your enemy when he is making a mistake" - Napoleon BONAPARTE

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SAS private LoL
General
    
Posts: 887
Registered: 4-17-2006
Location: Europe, Slovenia
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Mood: Umm...no idea
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Guess, you will have to get IC mod, if you want AI to throw nades...it says in the utility, that the color smoke will be avaiable, when IC 3 gets
released....it has been already, the utility was just made before that...I got IC 3, but havent tried that yet...
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chrislew200
Field Marshall
     
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Yes the animations and smoke works with ic3 n the med and with wac
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