Colossus 2 Posted January 15, 2004 Ok, Im trying to make a mission to my self and I need some scripts. I need scripts to: 1.Sit down on a chair 2.Do situps (if possible) 3.Invisible minefield 4.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">!(alive unit1) && !(alive unit2) (It dosent work) 5.Mortar/artillery fire on a area 6.Make the brigde at Nogova destroyeble 7.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">UNIT1 fire ["m203muzzle", "flare"]; CHOPPER domove UNIT1 (Dont work either) More to come... Share this post Link to post Share on other sites
Colossus 2 Posted January 15, 2004 No one is gone help the script nOOb ?! Share this post Link to post Share on other sites
m21man 0 Posted January 15, 2004 1. Not a script. It's an animation. Consult a switchmove/playmove reference. 2. Same as #1. 3. Many ways to do that. What did you want to do? 4. Where are you putting that? 5. Go to OFPEC, there are a ton of artillery scripts there. 6. It is already. 7. Use the "fired" eventhandler. Share this post Link to post Share on other sites
MrZig 0 Posted January 15, 2004 1.To sit in a chair, if has to be done on a trigger, not in his init field. And I suppose it could be in a script too. On activation: unit1 switchmove "effectstandsitdown" then make another trigger, and make it's condition: not (alive unit1) on activation: unit1 playmove "cargodying" 4. If in a trigger, use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">not (alive unit1) and not (alive unit2) If in a script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@!Alive (unit1) && @!Alive (unit2) Yet I havn't tested the it, or the one I'm about to show you. If the @ errors, just do a loop with a 2 second timer with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!Alive (unit1) && ?!Alive (unit2) Share this post Link to post Share on other sites
Blanco 0 Posted January 15, 2004 Invisible minefield Try this for AP mines Don't use the mines,use small round triggers instead(2 by 2): ACTIVATION : ANYBODY,ONCE CONDITION : this && "man" counttype thislist > 0 ONACTIVATION : Kaboom = "grenade" camcreate getpos (thislist select 0) Copy & paste this trigger for every invisible mine you need. Share this post Link to post Share on other sites