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Author: Subject: Room Takedown
Luis-S
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[*] posted on 25-3-11 at 08:31
Room Takedown


How to do the 'Room Takedown Icon' like in the 'Radio Aidid' mission?

(sorry bad english)
Luis-S.




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ShadowZ
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[*] posted on 25-3-11 at 15:40


That's one of the things I've been meaning to get around to, but haven't had the luxury to do so.

My guess is that it's mostly done in .WAC

Ok, for the room takedown icon, there's a hidden 3d Object in the map editor that you can place. This is a visual cue for the player, so that they know which room they've selected for room takedown. Simply place the icon object outside the door and roughly at the same height (you may have to adjust this for rooms above or below the first story)

You setup an area trigger outside of the door of the room that you wish to takedown.

You then setup a .WAC or a map Event that will:
  1. Un-hide the Takedown icon
  2. bring up the takedown menu


Additionally, the .WAC or map event should be constructed so that if the player exits the area trigger without making a takedown selection, the takedown icon and menu will be hidden once again.

Now, as far as how the takedown menu operates, I haven't gotten to looking at that just yet. :(




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[*] posted on 25-3-11 at 17:12


"Radio Aidid" Notes:

Event 97:
Triggered when:
    Player is in Area 21

Does:
    Primes local AI, wins subgoal, sets Mission Var#5 to 1, plays a dialog ("Get ready for takedown"?)


Event 99:
Triggered when:
    Event 97 is triggered, Event 105 is NOT triggered, Group 26 is dead (1st floor enemies), Generator is NOT dead

Does:
    Plays a dialog




I can't really tell much from the Events so far, and there's nothing in the .WAC for the Radio Aidid mission that points to the mechanics of the room takedown.

------------------------------------------------
Ahah, found it in the GAME.WAC:
Code:


This looks like the cues to triggering the sound effects, but not to the map mechanics.

A previously unknown command, the "SquadEvent" seems to be the key member.

However, I don't really see any way of cueing this... it may be locked away in the .AIN file.




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[*] posted on 25-3-11 at 17:27


Room takedowns require what every autonomous AI movement needs: AI navigational information. That's what .ain files are for. There is no .ain creator available for DFBHD. Therefore, room takedowns are not creatable by users.

You can screw around with mission variable driven .wacs, extra waypoint lists and area triggers, but it will be very complicated and only frustratingly close to what you want, but never perfect, because frankly, the room takedown feature in DFBHD is badly flawed, ineffective, and not really worth the effort.

Think about it: was there any point in the campaign at all where ordering a takedown was quicker, easier or safer than just leaning in and doing it yourself?

But I understand why you want to learn to set up a takedown. It'd be another thing mappers can put in a mission, but I think it's one of those tricks players try a few times, then ignore. I haven't used a takedown in a long time, myself.




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[*] posted on 26-3-11 at 13:53


I've managed to make a room-takedown .WAC script, but it's really passive. essentially the attacking AI stack up outside of the door and wait for the player to get close (and/or for another event or variable to fire). The player is therefore not the leader, but the last man in.

Code:


There's an event that is triggered when the player gets in an area trigger outside of the door, right behind man #3. The #2 AI is queued to toss in a flashbang (force animation), and then after some delay have the team rush in.

This is a very simplistic example, and has much further to go for more complicated rooms.

However, I very much like the room takedown aspect ('cause from what I've read, that's perhaps the primary jobs the D-boys are/where often tasked with).

Yeah, it's no Rainbow-6, but if you play your cards right you can get some cinematic gameplay with the room takedowns.




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