liteluvr 0 Posted January 7, 2005 Share Posted January 7, 2005 (edited) ... but I can't get it to work Scenario is this.... In the mission, some allied civilians have taken refuge in a building. Ghosts get orders to retrieve them. Once they are 'bumped' they have to stick with the Ghost and get escorted back to the extract point. Once at the extract point, however, they need to stay put, as the Ghost will get other orders... I konw this should be simple, but I CAN'T get it to work right... Here's the block for the 'bump' (BTW, there's 2 hostages) ************************************************************ Group: Bank Staffers Comment: Secure Bank Staffer 1 Trigger Event: A member of Platoon_Player is within 1 meter(s) of Bank Staffer 1. Responses: Set Bank Staffer 1 to hostage behavior. Play "tmp_detect_host2.wav" at volume 1. ************************************************************ Here's the block for the release ************************************************************ Group: Bank Staffers Comment: Bank Staffer 1 safe at Embassy Trigger Event: Bank Staffer 1 is within 3 meter(s) of Embassy Helo Pad. Responses: Increment cnt_Staffers Group 1 secured. Continue executing responses if ((The value of cnt_Staffers Group 1 secured) is equal to 2). Mark Secure Staffers in Bank complete in the objective list. Display "Eagle Eye... Sandbox.... Embassy staffers found in the bank are secured and ready for extraction...." to all players for 8 second(s). Set tmr_Staff 1 At Embassy Eagle Eye Response to expire in 10 second(s). Cancel hostage behavior for Bank Staffer 1. ************************************************************ Same blocks for both hostages... the "Set tmr_Staff 1 At Embassy Eagle Eye Response to expire in 10 second(s)." is used to set the response from Command... The Bank Staffers Group gets enabled in a startup block, so that's not it. HELP!!! Edited January 7, 2005 by liteluvr Quote Link to post Share on other sites
el nino foxhound 0 Posted January 7, 2005 Share Posted January 7, 2005 I think you may have used a small zone and also a small proximity. Try to make the zone larger and also the proximity (eg set it to 5 or 10 just try some). I think those hostages never get close enough. Also I prefer to use effects instead of zones. It gave me a lot less problems. Let us know if this helped you. Also keep in mind that in this way 1 hostage will keep following you UNTIL the second one has reached the zone aswell. That means that the player can bring him to the entire other side of the map, than bring the second one in the zone, this will trigger both hostages to stop being a hostage but I dont think it is safe to let 1 hostage stay in the middle of nowhere.........just a thought. Quote Link to post Share on other sites
mr.pibb 0 Posted January 7, 2005 Share Posted January 7, 2005 (edited) Ok, I dont know much about the 'Hostage' behavior, honestly cause my missions have never been hostage rescue style, but, the setup you have here is pretty simple, but there are some things that indeed must be done for it to work. Like the player platoon assigned to the variable you got there, and of course the 1 meter from that guy, might wanna check to see if thats not too small. Also, the sound that you have being played, if its a new custom sound it needs to reconciled in the sound volume editor in the mod you have. Maybe you already know all of this, but simply put, when something dosent go right, its usually time to go step by step and make sure everything is done correctly, seems to me what you have there should work provided all the pre-emtive things have been done right and the proximity set at 1 meter is not too small either. Pibb Edited January 7, 2005 by mr.pibb Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.