teppe Posted August 26, 2012 Share Posted August 26, 2012 I did take a look at Jacks loop topic here in the forum but theres something wrong: This is what i do: Group: <Default> Comment: Trigger Event: The simulation is starting. Responses: Set PlayerPlatoon to (The player-controlled platoon). Use GetPlayerTeams to loop over all teams in PlayerPlatoon after this block. Group: GetPlayerTeams Comment: Trigger Event: A team loop is ready to process ThisTeam. Responses: Allow this block to be reactivated. Increment PlayerTeamCount. Set Charlie to ThisTeam. Continue executing responses if ((The value of PlayerTeamCount) is less than 3). Set Bravo to ThisTeam. Continue executing responses if ((The value of PlayerTeamCount) is less than 2). Set Alpha to ThisTeam. Use GetPlayerTeams to loop over all actors in Alpha after this block. Use GetPlayerTeams to loop over all actors in Bravo after this block. Use GetPlayerTeams to loop over all actors in Charlie after this block. Then i make a actorref called ''NextTeam''. Then i make a new script: Trigger: A team loop is ready to process Alpha Trigger: A team loop is ready to process Bravo Trigger: A team loop is ready to process Charlie Group: Default Then i have maked 3 zones called them insertion, insertion 2 and insertion 3. Nobody of them is marked by ''insertion'' in zine properties. Teleport object: Teleport Next team to insertion 1 Teleport object: Teleport Next team to insertion 2 Teleport object: Teleport Next team to insertion 3 When i start the mission all the players are scatted, one meber of bravo in the right corner, etc. Help Teppe Quote Link to comment Share on other sites More sharing options...
Tinker Posted August 26, 2012 Share Posted August 26, 2012 You can only teleport a player or a platoon, not a team. Quote Link to comment Share on other sites More sharing options...
ApexMods Posted August 26, 2012 Share Posted August 26, 2012 How about this (did this without access to Igor so the terminology might be a bit off): Trigger Event: The simulation is starting. Responses: Set PlayerPlatoon to (The player-controlled platoon). Use GetPlayerTeams to loop over all teams in PlayerPlatoon after this block. Group: GetPlayerTeams Comment: Trigger Event: A team loop is ready to process ThisTeam. Responses: Call TeleLoop after this block. Allow this block to be reactivated. Increment PlayerTeamCount. Set teamCharlie to ThisTeam. Continue executing responses if ((The value of PlayerTeamCount) is less than 3). Set teamBravo to ThisTeam. Continue executing responses if ((The value of PlayerTeamCount) is less than 2). Set teamAlpha to ThisTeam. Group: TeleLoop Comment: Trigger Event: (This is a call.) Responses: Use TeleLoopAlpha to loop over all actors in teamAlpha after this block. Use TeleLoopBravo to loop over all actors in teamBravo after this block. Use TeleLoopCharlie to loop over all actors in teamCharlie after this block. Group: TeleLoopCharlie Comment: Trigger Event: An actor loop is ready to process ThisActor. Responses: Allow this block to be reactivated. Teleport ThisActor to InsertionCharlie Group: TeleLoopBravo Comment: Trigger Event: An actor loop is ready to process ThisActor. Responses: Allow this block to be reactivated. Teleport ThisActor to InsertionBravo Group: TeleLoopAlpha Comment: Trigger Event: An actor loop is ready to process ThisActor. Responses: Allow this block to be reactivated. Teleport ThisActor to InsertionAlpha You could probably do this with interleaving loops but that would be a bit more complicated. Quote Link to comment Share on other sites More sharing options...
teppe Posted August 26, 2012 Author Share Posted August 26, 2012 Ok, thanks will try it later Teppe Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 26, 2012 Share Posted August 26, 2012 (edited) Might try this, I have never used it but I bet it would work. It would not teleport the teams but it would teleport the individual players and you could split them evenly. Note that you can't teleport actors to different rooms -- this would work best in an outdoor environment. Startup Set Player Platoon Variable VariableSet 'player 01' to the actor nearest insertion zone. ContinueIf the number of actors on Player Platoon is greater than 1. VariableSet 'player 02' to the actor nearest the actor nearest the insertion zone. ContinueIf the number of actors on Player Platoon is greater than 2. VariableSet 'player 03' to the actor nearest the actor nearest the actor nearest the insertion zone. Just keep going back between Random Insert 01 and 02 (or 3 or 4 if you like) until you've made a ContinueIf the number of actors on Player Platoon is greater than 8 Because the maximum number is 9 players in co-op. The reason I don't teleport the actors in the original loop is because it may not correctly teleport the actor nearest insertion zone because it is changing every time one gets teleported, I'm not sure how fast it would check. So the variable set works best. Make a new block now, for like one second elapsed. One second has elapsed Teleport 'player 01' to random insert A. Teleport 'player 02' to random insert B. etc. etc. I would do a test to refine and confirm that it works but I don't have time, try it out and see if it works. *EDIT* But then of course if you had AI on the same team split up they'd try to regroup, probably running blindly into enemies and dying. Edited August 26, 2012 by RileyFletcher_01 Quote Link to comment Share on other sites More sharing options...
teppe Posted September 1, 2012 Author Share Posted September 1, 2012 Sorry for late on it; But works wonderful! Thanks for the help Teppe Quote Link to comment Share on other sites More sharing options...
teppe Posted September 23, 2012 Author Share Posted September 23, 2012 Soooooooo, now i'm asking: Is it possible to script if a member of player platoon is wounded, make a timer expire on 5 sec., and when thats expired, make the wounded player normal again, i mean so hes not wounded as he was for just around 5 secs ago? Teppe Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 23, 2012 Share Posted September 23, 2012 Nope, not possible to return a wounded player character to healthy. Why would you want to do that in the first place? Health-regen? Like CoD? Really?!? Quote Link to comment Share on other sites More sharing options...
teppe Posted September 23, 2012 Author Share Posted September 23, 2012 (edited) lol, i wouldt use it in any mod i think,i would just know if it was possible Teppe EDIT* I know when you use the begin torching actor theres coming fire under you, but what excactly is it? Edited September 23, 2012 by teppe Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 23, 2012 Share Posted September 23, 2012 Torching an actor is a visual effect that can be used to mark someone for various purposes, e.g. showing who to shoot or who is the current team leader or whatever. Contrary to what it sounds like, it does not affect an actor's health. Quote Link to comment Share on other sites More sharing options...
teppe Posted September 25, 2012 Author Share Posted September 25, 2012 hehe, ok thanks Teppe Quote Link to comment Share on other sites More sharing options...
teppe Posted November 10, 2012 Author Share Posted November 10, 2012 Well, just wanna know, i follow your sscript Apex, but ingame it works, its just sometimes Alpha is there, Bravo is there, Then next time Bravo is on Alphas old location and Alpha on third. Any way to change it, as the player could have possibility to choose his teams, so like there the briefing says there can be tanks etc? Quote Link to comment Share on other sites More sharing options...
ApexMods Posted November 10, 2012 Share Posted November 10, 2012 I don't quite understand what you mean, but if you are looking for the player team IIRC there's a query for the player controlled actor, so you could throw that in there to identify the correct team and have it teleport to the appropriate location. Does this mean you disable avatar switching? Quote Link to comment Share on other sites More sharing options...
teppe Posted November 10, 2012 Author Share Posted November 10, 2012 Eh not sure what you mean I just say that, sometimes in a mission, if we say these are the insertions: A-insertion (alphas) B-insertion (bravos) C-insertion (you guessed right lol) Sometimes Alpha gets to A-ins when starting up, and Bravo to C-ins and Charlie to B-ins, then next time C gets to a etc Quote Link to comment Share on other sites More sharing options...
ApexMods Posted November 10, 2012 Share Posted November 10, 2012 Ah, I see. AFAIK, the loop response does not go through its iterations in a fully predictable manner, so the actual team sequence might be off/shuffled. Quote Link to comment Share on other sites More sharing options...
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