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Kieran Hayns

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About Kieran Hayns

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  1. Kieran Hayns

    WARLORDS CP deduction/addition

    This dosent seem to do anything.
  2. Kieran Hayns

    WARLORDS CP deduction/addition

    Fantastic Thanks
  3. does anyone no if there is a way to Add or subtract CP from a player during a warlords game using script. I want to make a few additions to the game including penalties and possibly random CP loot. for Example if i were to write a script that would detect if you team kill someone i could deduct a certain amount of CP or if they open a certain crate they gain some.
  4. Kieran Hayns

    WEBKNIGHT drop pods

    Ill give that a try. Does anyone know where the script for Mod actions are stored and how to access them? I wanted to just try and trigger an AI initiating the drop pod sequence but simply calling the name of the action dosent seem to work. I can find some other Modded actions from TIOW like Jump (for jumpacks) and thrusters for (Landspeeders and valkaries) but i cant see any mention of the drop pod action . . . .
  5. Does anyone know how to make the space marine drop pods activate remotely. Ive been looking everywhere and i can seem to find a single mention of them. Webknight has a brief video that shows it in action but im unable to figure out how? Any ideas?
  6. I am creating a rescue misson. The players find civilians from around the map and bring them to an extraction point. Once you reach the extraction point two transport helicopter fly in and land. The players can then command the "civilians" to board the helicopter(s). while the players fend of the enemy assault The idea is that once the transport is full it will automatically take off and fly away to another waypoint. I have a trigger setup that will count the number of units. Once theis count reaches a certai amount you win (Or dont) I have looked around quite a bit and i cant seem to find a method or atleast a variable for getting an AI controlled transport to take off once its at full capacity. I assumed that i would just add a waypoint trigger and have the waypoint trigger once its full. But how can i check this? Thanks
  7. Sorry to raise two questions in one post. Im currently creating a zombie mission. During certain scenes and in certain areas i want ALL Opfor units to stop moving by disabling their Move AI when the player enters a trigger. However i cant seem to get the disableAI action to target all of opfor. My second questions is similar in that i want to make it that any zombies that are a certain distance away from a player unit die/are deleted. Again i need a trigger that will target and kill any enemies that stray to far from the players Thanks in advance
  8. I need to know this for a whole host of Triggers. However once specific example is i have a trigger setup to define the end of the operational area. If the player steps into this area they are give a message warning them to go back within 5 seconds otherwise they are killed. This is done under the guide of an ordinance strike but for simplicity it just spawns an explosive on top of them. This worked perfectly in multiplayer when testing by myself however when testing with a friend the message did not appear. In addition when i then went into the area after him(and he went back into the engagement area to continue the mission) the count down worked fine. However for some reason when the trigger activated it spawned the explosive on him instead. While highly amusing to watch my friend unexpectedly explode from a distance im unsure why this happened. Here is the code used: Activation settings = AnyPlayer, Present, Repeatable Condition = This Activation code = PLAYER_WAS = getPos player; any=[ [ ["Warning!","<t align = 'center' size = '1'>%1</t><br/>"], ["Incoming enemy Ordnance","<t align = 'center' size = '0.7'>%1</t><br/>"], ["impact in 5","<t align = 'center' size = '0.7'>%1</t><br/>"], ["4","<t align = 'center' size = '0.7'>%1</t><br/>"], ["3","<t align = 'center' size = '0.7'>%1</t><br/>"], ["2","<t align = 'center' size = '0.7'>%1</t><br/>"], ["1","<t align = 'center' size = '0.7'>%1</t><br/>"] ] ] spawn BIS_fnc_typeText; A second Trigger activats using: Condition = triggerActivated ABOVETRIGGERNAME and the Timeout function of 5 seconds Activation Script: if (isServer) then { ;Enemy_unit_4 = [getPos Roadblock_1, OPFOR, ["Bo_GBU12_LGB"]] call BIS_fnc_spawnGroup;} How to a tidy this up specifically but also how do i generally target specifially the player that activated the trigger? Thanks
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