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swillis12931

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About swillis12931

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  1. swillis12931

    Respawn Unit with Name Script

    Ahh...I figured it out. I was able to finally get the script to work. However, it seems that I can't already have a pilot named "Pilot2" in the mission for the script to work. I'm now trying to create a new vehicle if the original is destroyed. I think I can't have the vehicle already loaded in the mission, but this will make it hard for everything else to work...
  2. swillis12931

    Respawn Unit with Name Script

    Hi Prototype 1479, Thank you for your help. It's saying that the "Pilot2=this" is a reserved variable? Any ideas what this means?
  3. Hi guys, I am working on a dynamic mission involving helicopters. I want to be able to have a script where it will rearm your co-pilot if alive, or respawn him if dead. I've messed around with trying to make a script for this but so far no luck. Would greatly appreciate it if you guys could take a look at what I have so far and give me some pointers. Thanks!
  4. swillis12931

    OFP Addon request thread

    Hi guys, Does anyone happen to have the IVO Soviet Army Afghanistan War 1.0 as well as the required files RHS Weapons 1.01 and FaceTex2? Thanks in advance! -Swillis
  5. swillis12931

    OFP.Gamepark Down?

    Hi guys, I used to download all my addons and mods from http://ofp.gamepark.cz/ but as of recently, it seems like several of the downloads are no longer working. Do you know if the site no longer hosts these files for download and if that is the case, are there any alternative websites that are currently up and running for me to download from? Thanks
  6. Hey Revan, I really enjoy your work. I ran into a problem when trying to play with the special forces on the west side. For some reason, my game just hangs up and I have to close it using the task manager. Other than that and something that needed version 1.99, all is good
  7. swillis12931

    BWMod 1.6 Infantry Group Issue

    Hi ProfTournesol, Thanks for your help! I have got the problem resolved now. I never would have imagined that a capital letter would have been the problem Cheers! swillis12931
  8. Hi all, Not sure if this is the right place. I am having a problem with the BWMod Basic Pack v1.6. Whenver I go to add a group of standard infantry, the squad leader changes to officer after I click on it. I am not sure exactly why it is doing this. I have spent the last few hours looking at the files inside to see if there is anything wrong and with my limited knowledge, I really don't have a clue as to what I am even looking for. Can anyone help with this? Thanks, swillis12931
  9. swillis12931

    OFP Addon request thread

    Does anyone have Inquisitor's G36a? I've looked everywhere and have found not a single working link. The same is true for the replacement weapons pack. Thanks in advance! swillis
  10. swillis12931

    Abandoned Armies – Secrets revealed (Mostly)

    Just wanted to say that this is a great mission and I am quite impressed at the level of detail and complexity of the scripting for this mission. I read a little bit of the spoilers but stopped myself so that I don't ruin it. I have been playing this same mission on and off for almost 3 years now and have yet to finish it. I hope to continue after this semester of college is finished and hopefully get closer to the end. Glad you made this mission and thank you for 3 years of happiness! swillis12931
  11. swillis12931

    Animation Issue When Using Binoculars

    Hi all, I've been playing OFP:R for quite a while now and only just recently noticed an animation issue when I'm using the binocular. When I select binoculars, a pair of binoculars spawn in his hand before the current weapon even disappears. This is more noticeable when putting away the binoculars where the binoculars don't disappear in time and you have a brief moment where the guy has binoculars still in his left hand and a gun in the other. I scoured everywhere to see if this problem has been addressed before and a remedy given but I haven't found anything related to it. Perhaps I've been searching wrong... Can any of you guys confirm if this is normal or have a solution to it? Thanks everyone and glad that there are still guys out there who are keeping this forum alive! Swillis12931
  12. Hi all, I recently been making some missions that involve using units that require JAM3. I have had it for a while now but it's the first time I've placed JAM crates anywhere. I wanted to add a weapons and ammo crate but I seem out of luck so far. There are I think 2 crates with a "W" designation at the end which I assumed it would mean Weapons rather than West since there is an East Crate with a "W" designation as well (if I remember correctly). Can anyone verify if there are or aren't any weapons crates for JAM 3? On a sidenote, it's pretty awesome to see people still hanging out on the OFPR/CWA forum. Seems like this game is still going strong! Thanks, Swillis12931
  13. Akvadakar, Thanks for the help. I kind of got it to work but I've noticed that if I use a distance in the condition field, the ob1=true statement is not working. The editor says something's wrong with the editor. What I have right now is player1 distance pad1 <=5 and ob1=true The ob1=true part isn't working properly. ---------- Post added at 19:04 ---------- Previous post was at 18:59 ---------- D'oh! I realized what I did wrong. I was putting the =true part in the condition field which is not necessary.
  14. Hi all, First off, sorry for almost posting a question a day. I've recently discovered the joys of mission editing and plan on creating a campaign before school starts again. I am currently working on a helicopter campaign but cannot seem to get the mission to end correctly. I have a two triggers on the map for the two objectives I have which are 1) Locate and destroy and 2) RTB. However, whenever I complete the first objective, the mission ends. I want the mission to end when I land and disembark but it seems that when I get into the chopper to fly towards the enemy, my presence there is stored somehow and activated which ends the mission prematurely. This is trigger one: expCond="!alive target1 and !alive target2 and !alive target3 and !alive target4 and !alive target5 and !alive target6"; expActiv="ob1=true; ""1"" objStatus ""DONE""; hint ""Objective Complete""; ""2"" objstatus ""ACTIVE"""; This is trigger two: type="END1"; age="UNKNOWN"; expCond="ob1 and (not(alpha1 in helo1) or not(alpha1 in helo2) or not(alpha1 in helo3))"; expActiv="ob2=true; ""2"" objStatus ""DONE""; hint ""Objective Complete"";"; (btw, sorry if I'm using the wrong bracket thingy's) Thanks, swillis
  15. Zulu1, thanks for the reply. I placed the empty crash vehicle on the map and it worked without any lag. I didn't think that it would happen since I'm running it on a fairly new computer and the vanilla version didn't have any lag when the script was activated. Thanks again for the help! swillis
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