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<Guest>
Posted
If you would make an enemy platoon invisible when the game starts and you also give it a plan...would that plan be exectuted, just by making them visible again or do you need to script the plan to be activated?



PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
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<Guest>
Posted
i think you have to script all of that

Jake

 
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<Guest>
Posted
When hidden actors are deaf for commands !

I do it always like this:

showthing
executeplanteam



San's Place l SANSITE
 
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<Guest>
Posted
It depends if you actually mean "invisible", or "hidden". If teams/platoons/vehicles etc are Hidden, they take no part in the game until the scripting executes a ShowThing response. This means they do not execute their plans either. When shown, it is as though the simulation has just started for the actors/vehicles that have justy been revealed, so they immediately start exectuing their plans, without you having to tell them to in the scripting.

There is another thing though, called Invisible, which is exactly what it sounds like. The actors/vehicles are still part of the simulation, so they'll execute their plans from the mission startup, but you won't be able to see them. At all. Until you remove the invisibility in the scripting.

I think youu probably meant Hidden, rather than invisible. If you want to see how it's done, Paul, have a look at the mission I sent you. The enemies at the end, and your friendly reinforcements both start out as hidden, then get revealed in the scripting, so check it out...
 
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<Guest>
Posted
Sound logical!

Thanks. I guess I do need the Hidden option!



PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
NP. It can get confusing sometimes, especially when there's another function you can use that sounds like exactly what you want, but isn't - like invisible and hidden for example!
 
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