Go Back   Tactical Gamer > Simulation > Armed Assault > Armed Assault - Tactics, Missions and Mod Discussions


Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods.

Reply
 
Thread Tools
Old 03-08-2007, 08:26 PM   #1 (permalink)


 
Strag's Avatar
 
Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
kevb0's GroupTracker Script

This is the GroupTracker script as used at ShackTac, courtesy of kevb0. (kevb0, be sure to correct anything I get wrong.)

The script files listed below are those included with kevb0's OpHomeWreckers.Sara, so unpack and refer to that mission to see how everything ties together.


markers.sqs (goes in your mission directory):
Code:
#start
"FT1" setmarkerpos getpos leader Fireteam1
"FT2" setmarkerpos getpos leader Fireteam2
"FT3" setmarkerpos getpos leader Fireteam3
"FT4" setmarkerpos getpos leader Fireteam4
"SL1" setmarkerpos getpos leader Squadleader1
"SL2" setmarkerpos getpos leader Squadleader2
~3 
goto "start"

hidemarkers.sqs (goes in your mission directory):
Code:
? side player == east : goto "east"
? side player == west : goto "west"
? side player == resistance : goto "guer"
exit

#east
"FT1" setmarkertype "empty"
"FT2" setmarkertype "empty"
"FT3" setmarkertype "empty"
"FT4" setmarkertype "empty"
"SL1" setmarkertype "empty"
"SL2" setmarkertype "empty"
"unknown" setmarkertype "empty"
"unknown_1" setmarkertype "empty"
"unknown_2" setmarkertype "empty"
"unknown_3" setmarkertype "empty"
"unknown_4" setmarkertype "empty"
exit

#west
"FT1" setmarkertype "empty"
"FT2" setmarkertype "empty"
"FT3" setmarkertype "empty"
"FT4" setmarkertype "empty"
"SL1" setmarkertype "empty"
"SL2" setmarkertype "empty"
"shilka2" setmarkertype "empty"
exit

#guer
"shilka2" setmarkertype "empty"
exit

Add to your mission's init.sqs:
Code:
[] exec "markers.sqs"
[] exec "hidemarkers.sqs"

hidemarkers.sqs isn't necessary for the script to work, but it's needed if you have multiple playable factions in your mission and you want to hide a team's markers from the other team(s).


In your mission, create your various groups and identify each uniquely using

Code:
groupname = group this;
in each group leader's Init. The groupnames must match the groupnames listed in your markers.sqs.

Create a marker for each group you'd like to track. Give each marker a name that corresponds to its listing in your markers.sqs (and in your hidemarkers.sqs, if you choose to use it).

That's it. The script will associate the markers with the groups, and it'll update the location of each marker every three seconds to match the location of each respective group leader. Very cool.
Strag is offline   Reply With Quote
Old 03-09-2007, 10:05 AM   #2 (permalink)


 
Strag's Avatar
 
Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
Re: kevb0's GroupTracker Script

I got this set up last night in my two missions at the squad level. Any player can now see the position of the Squad Leaders (and the Platoon Leader, if there is one) at any time on the map. The next step is to take the time to break this down to the fireteam level.

I can see how the friendly green arrows showing on the map would be unecessary when using this script. Since each person would know the location of his Fireteam Leader and/or Squad Leader, the need for the green arrows would be moot.
Strag is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off


All times are GMT -4. The time now is 03:28 PM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved