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add a hostage module
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Description

could we add a simple hostage module into the editor?
for example place a module sync it to the player.
enter the diameter of the captive area (if you go out of area your dead)

and so friendly forces can come and rescue you?

I have figured scripting takes too long :(

Details

Legacy ID
4062744392
Severity
Feature
Resolution
Open
Reproducibility
N/A
Category
Design-Mission
Steps To Reproduce

n/a

Event Timeline

tyl3r99 edited Steps To Reproduce. (Show Details)Apr 19 2013, 12:39 PM
tyl3r99 edited Additional Information. (Show Details)
tyl3r99 set Category to Design-Mission.
tyl3r99 set Reproducibility to N/A.
tyl3r99 set Severity to Feature.
tyl3r99 set Resolution to Open.
tyl3r99 set Legacy ID to 4062744392.May 7 2016, 1:44 PM
tyl3r99 added a subscriber: tyl3r99.

this would make hostage missions so much more easier and interesting :)

Basically this is solved by a simple trigger + small script.
Hostage (soldier), name "hostage", init string: this setCaptive true;
Game logic, name "hostage_pos"
Trigger with condition: (hostage_pos distance hostage > 5), on activation: hostage setCaptive false
Voila - everything works, AI will shoot the hostage if he moves away. No need for module.

the thing is I really find it hard to understand all these scripts :/
its like Chinese language to me and most likely other people too.

its just an idea so everyone gets the full potential out of the game.
at the moment new players will find it really hard building decent missions when experienced scripters can do this easily. if that makes any sense?

or is there anything than can help by BIS implementing a script help feature?
like preset examples?