legacywork 0 Posted December 10, 2008 Share Posted December 10, 2008 Hi Guys I can't check this myself at the moment as my mod isn't far enough complete that I can invite another player to join in coop so .......... if I use the player type attribute "team_a" and the member type attribute "member_a" does the game name each member that joins the ghost team as "member_a1" member_a2" "member_ a3" etc ... etc... up to say "member_a12" ? It does say in the scripting for beginners that member_type attribute designates each member but not how. Legacy Quote Link to post Share on other sites
legacywork 0 Posted December 18, 2008 Author Share Posted December 18, 2008 Hi Guys Guess no-one can help with this one ...... Legacy Quote Link to post Share on other sites
Tinker 1 Posted December 18, 2008 Share Posted December 18, 2008 if I use the player type attribute "team_a" and the member type attribute "member_a" does the game name each member that joins the ghost team as "member_a1" member_a2" "member_ a3" etc ... etc... up to say "member_a12" ? No Looks like each player is known as a "slot". I would guess the first player in team_a would be slot 1. <condition type=â€UnitInLocation†location=â€area_01†slots=â€team_a†amount=â€5â€/> Needs any 5 slots from team_a in a given area to activate. <condition type=â€UnitInLocation†location=â€area_01†slots=â€2,3â€amount=â€1â€/> <This looks good! Must have player 2 and 3 to activate. Cannot find anything more about slots. It does say: slot Used to enter one or more slots to check against, see list. But I do not see a list. Also we have this: name_id Used to enter a specifically named soldier. But again, cannot see how it works. It states that you can name an individual that is part of a larger group. This is probably what you want, but like said, not much to go on. Maybe Wolfsong will see the post and help out. *Edit* SetSlot Change slot for unit. Hmmm, maybe I don`t know what I am talking about too. No idea what that means. You should try something like this though, maybe with 2 players. Unit in location = campaign team / condition = slot 2 / display message Hopefully message will only show once player 2 enters zone? Quote Link to post Share on other sites
legacywork 0 Posted December 18, 2008 Author Share Posted December 18, 2008 Tinker Thank you for responding ... I appreciate it and it has given me a few ideas to try tonight. What I am actually trying to achieve is an objective within a mission which goes something like this: if any of the coop players collects an item .... say a satchel, he has to deliver it to a specific location .... in a given time period.... if he gets killed on the way, another player needs to be able to collect the satchel and carry on with the objective. As a single player game its ok because I can just respawn and still have the satchel .... but trying to implement in a coop game Legacy Quote Link to post Share on other sites
Tinker 1 Posted December 18, 2008 Share Posted December 18, 2008 Yes I can see what is needed here: Unit in location / amount = 1 / Somehow we need to variable set this person we found to a given name that we can go from there with. Sry, I see no way to do this at present, unless someone out there is willing to step up and state otherwise. Quote Link to post Share on other sites
legacywork 0 Posted December 18, 2008 Author Share Posted December 18, 2008 Hmmmmmm ..... despondecy steps in ... the downside is ..... with using the time specific option ... once someone has clicked how the objective works....... they will know to leave someone at the end location .... while first player collects satchel ... and then trigger the stop timer within a couple of seconds. Hey Ho .... back to the drawing board Legacy Quote Link to post Share on other sites
Tinker 1 Posted December 18, 2008 Share Posted December 18, 2008 Not if the end location is random, and also does not show / display, until someone does reach the objective. Quote Link to post Share on other sites
davros 0 Posted December 18, 2008 Share Posted December 18, 2008 And/or require all team members to be at the end location to trigger... ...or at least near it? Dav Quote Link to post Share on other sites
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