View Full Version : Endless Paratrooper
Is it possible to make an endless paratrooper battle? I know it might be possible because in the USA skirmish missions, the paratroopers are "cloned" even though they were attached to the "paratrooper_attach" entity. Anyone volunteering to try and help? Thanks in advance.
I'm sure it is take a look at the german paratroopers in the first German mission in men of war (normal). They endlessly drop from the skies till the end of the mission. I will be using the same properties after DDay when I start my Market Garden missions/ campaign(maybe).
Accually, I found it out a while ago. It's pretty complicated, and I had to use tech from the US missions from MoW: AS.=D And I can't wait to see your campaign, good luck with it.
ENDLESS PARATROOPER TUTORIAL:
Make a trigger for the paratrooper. In the conditions box, put the normal "entity" condition and set it to your number of soldier you want on the field each time (warning: the number of soldiers you want on he field must be more than how many paratrooper_attach entities with soldiers. e.g. if oyu have 3 paratroopers for one side, you must make the number for than 3, like maybe 21 or 14). Give each seperate paratrooper_attach entity a different tag (e.g. first one is parachute_1, next is parachute_2, so on and so forth) . Make a few waypoints in a line to represent a plane going above and dropping the paratroopers in a line. In the commands box, put a placement command and the tag of the paratrooper_attach you gave to one of them, and the first waypoint. Then make an effect command and then effected is the first paratrooper_attach you made, and the effect is start. Then make a delay of .5 and repeat the steps from the making the placement trigger and the delay according to how many paratroopers you want. After that, then you make an entity state command and the selector is the paratrooper_attach tag you gave to one of them, and in the tag_remove, remove the tag of the paratrooper_attach you used in the selector. Repeat this step to how many paratrooper_attach you have for one side. Then make a delay that is more than 6, to represent the plane's delay between the drops. Finally, make a trigger command for the trigger you just finished. To make the men move after they drop, place a seperate zone around each waypoint you made for the paratroopers to drop to. from the waypoints, make them spread out as in a normal endless battle. Make a new trigger for ONE paratrooper. In the conditions box, make a near condition and in the selector, put a unique tag of a paratrooper you have in the zone and in the near_to, put the zone. In the commands box, put a waypoint command and the unique tag of the paratrooper. put the waypoint the paratrooper lands down in. then make a delay of 1.5 to compensate for the paratrooper leaving from the zone and the next one coming. Make a trigger command for the trigger you just made. Repeat this for EACH PARATROOPER YOU HAVE. Happy scripting!!!
The map I did this on:
soldier how can you drop 10 paratroopers in 1 time insted of 1
i have place 9 paratrooper_attach entity and ofcourse the 1 that al was ready there
but i get them not up in the air i try to shoot them i the air but that was not a succes lol
can you help me ?
ps sorry for my wors english
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