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In my startup script, I have the hostage captive behavior turned on, and I make him undetectable (invisibility on, I think) so he doesn't get killed by the team guarding him. That works fine.

The problem is, once I bump him, I want him to be vulnerable to attacks. I tried making him vulnerable (invisibility off, I think), turning his captive behavior off (that doesn't work - just keeps him from following you), but nobody fires at him. (Maybe he's just well-liked? VeryHappy)

Any ideas are greatly appreciated.
 
Posts: 69 | Registered: Tue February 24 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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I think if you give him a Ubi t-shirt everyone will want to kill him Wink2


 
Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
On Site Archivist
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Rolling


 
Posts: 1940 | Registered: Wed February 18 2004Reply With QuoteEdit or Delete MessageReport This Post
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Hey, when you make a joke, you're supposed to follow it up with the answer to my question! Hammer
 
Posts: 69 | Registered: Tue February 24 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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Sorry, I was hoping Gav would be around to answer this one. I'm more of a modeller and he's more of a scripter.

I think it has to do with how he's tagged. If he's tagged as a hostage he will never get shot at. Perhaps if you have a hidden "clone" that is NOT tagged as a hostage, and you swap them when recovered, then he can be shot.


 
Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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Hmm, that may be a possibility. I am also hoping that Gav swoops in and provides an answer. Happy
 
Posts: 69 | Registered: Tue February 24 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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Is the hostage marked as Allied? Maybe then he will be shot at.


 
Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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Don't the hostages in Desert Storm, Mission 2, get killed if you goof off too much? If so, perhaps you could open the script on that mission and see what's up with those hostages... that might help... could be what Cob said...

EDIT: If that mission doesn't work... there's a GR mission where you have to rescue "Ordonez" from a group of Russian guards... if you screw up, and don't take all the guards down, then one of them will shoot Ordonez. Open up that script... however Ordonez is set up, that should work for you...



[This message was edited by crtChunk72 on Wed April 21 2004 at 10:31 AM.]
 
Posts: 1940 | Registered: Wed February 18 2004Reply With QuoteEdit or Delete MessageReport This Post
GR Elite
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** Swoop **

Lmao... VeryHappy

Sorry J, been out of the office for the last coupla days on very important high-powered executive business trips. Or something like that. But now I'm back with a vengeance, and I find that no-one posts in this forum when I'm here, only behind my back when I go away! Conspiracy?? Indifferent

Anyway, in keeping with your earlier rebuke, that's the joke, now for the answer to your question... Tongue

Okay. First thing's first. Hostages are a pain in the *EDIT*. A hostage should always be in the Allied company, not the enemy company. Set the hostage to Captive Behaviour (note that I've added the U in "behaviour" deliberately to correct Ubi/Red Storm's spelling! Lol) in the startup script block. While an allied actor is in "hostage mode" the enemy won't kill him - you don't need to make him invisible or anything like that. Once an allied is no longer in "hostage mode", the enemy will shoot him on sight, like they would any other allied actor. There are three ways in which a hostage stops being in "hostage mode":

1) You rescue him (bump him so that he follows you)
2) You switch off the Hostage Behaviour in the mission scripting
3) The problem one. A hostage will attempt to make a break for freedom if you start throwing bullets around at his captors. This switches off his hostage behaviour, and there's nothing you can do about it - I think it's in the game engine. It's a problem for two reasons: (a) it means that any enemies you haven't yet killed will shoot him if they see him (so you have to drop them all very, very fast (without catching your hostage with a stray round!), and (b) if he's not in hostage behaviour, you can't bump him - so he won't follow you.

This is what makes them a pain to use. One way to get round it is to either have them away from the enemy - eg held in a room in a house, but with no guards in that room. This means that you won't be shooting his captors all around him, so he stays in hostage behaviour. This is like what was done with the flight crew in GR mission 2.

Another way I do it, if you want lots of guards around your hostage, is to do something cunning with the scripting. Set all the guards around your hostage to be a distinct platoon. Then, use a DeathPlatoonMember trigger, along with BlockPreserve to reset hostage behaviour every time one of the guards around him is killed. This has the effect of blocking his attempt to make a run for it every time he might be tempted to try.

Doing either of the above suggestions allows you to rescue your hostage safely, and then he should be vulnerable to attack once you've bumped him. Since you said you were having trouble there, try checking that he really is in the allied company - it can be very easy to confuse hostages and captives!

A hostage is a friendly being held by the enemy, awaiting rescue. A captive is an enemy, initially "free", that you have captured (like Ordonez in the IT mission mentioned - mission... 5 is it?) or Papashvilli in the caves in GR mission 1. Or, come to think of it, the officer in the swamp mission.

Anyway, do the above, and you should get it working... Wink2
 
Posts: 887 | Registered: Tue July 29 2003Reply With QuoteEdit or Delete MessageReport This Post
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Thanks for the info, Gav.

I happened to stumble upon a solution last night - use HostageActorOn in Startup, then use CaptiveActorOff as the response in the EscortInitiated trigger. Hostage follows me, and can be killed.
 
Posts: 69 | Registered: Tue February 24 2004Reply With QuoteEdit or Delete MessageReport This Post
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Glad you fixed it!
 
Posts: 887 | Registered: Tue July 29 2003Reply With QuoteEdit or Delete MessageReport This Post
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