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dirty_bastard

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About dirty_bastard

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  1. Is there a way I can make choppers attack ground troops. They always attack armor and vehicles but they never seem to attack men on ground??
  2. dirty_bastard

    Percent dead

    Hi I'm creating a mission in wich I have several units passing through a town and a group of soldiers must prepare an ambush for them. PROBLEM: I want an enemy reinforcement unit to arrive to by chopper but only when a certain percent of the enemy in the town have died. Is there any I can do this with a trigger??
  3. dirty_bastard

    Can't play the nogova map

    Sorry I thought I had written its a Dell Inspiron 4150. And I have the latest drivers. Does anybody had experience with ATI drivers I always used NVIDIA so I don't know how to use them.
  4. dirty_bastard

    Can't play the nogova map

    A ble screen appears and half the screen is al messed up, but on the top part of the screen there is a messege that says ATI Dump memory and a bunch of numbers. The PC is fine after I reboot but there is a windows messege saying that there has been a serius error.
  5. dirty_bastard

    Can't play the nogova map

    Hi I have a Notebook with a P4 1.8 GHz with 384MB ram and ATI Radeon Mobility 7500 with 32MB VRAM. I have resistance with the 1.90 patch. Whenever I try to play a mission on the Nogova map (the campaign or single mission the computer crashes completely after a few minutes of play) This dosen't happen on any other map just Nogova. What could be wrong?
  6. dirty_bastard

    H

    Have you tried the land command?? unitname Land "land" I you have other waypoints the chopper will land briefly then take off again. If there are no other waypoints it will land and turn off its engine. You could place the land waypoint on top of the H then place the next WP very close to it and add a trigger condition of some sort Hope this helps
  7. When you use the createunit command it requires you to add it to an existing group for example "SoldierWB" createUnit [getMarkerPos "barracks", groupAlpha] the only way I can make the soldier appear is if I already have a unit with that group name (groupAlpha=group this), and the create unit command adds the the unit to that group. My question is can I add the new unit to its own group. Â Because otherwise as soon as the unit appears it will start to look for its leader. Any ideas??
  8. dirty_bastard

    Missions and framrates

    First of all yes I know I have a crappy PC PIII 500Mhz, 256MB-RAM and a TNT2 M64 with 32MB VRAM. Â I plan to buy a new one soon. anyway. Â I played through 1985 and Red Hammer Campign with playable framerates (from 15-20 most of the time). Now I have resistance and things got a bit slower but still playable. Exept in some parts in Nogova. The thing is that everey user created mission I play has horrible framerates less than 10 FPS. Â Why is this? Â Normal missions play well and I've created mission with many things going on and they play well. I don't get it
  9. dirty_bastard

    Missions and framrates

    First of all yes I know I have a crappy PC PIII 500Mhz, 256MB-RAM and a TNT2 M64 with 32MB VRAM. Â I plan to buy a new one soon. anyway. Â I played through 1985 and Red Hammer Campign with playable framerates (from 15-20 most of the time). Now I have resistance and things got a bit slower but still playable. Exept in some parts in Nogova. The thing is that everey user created mission I play has horrible framerates less than 10 FPS. Â Why is this? Â Normal missions play well and I've created mission with many things going on and they play well. I don't get it
  10. I'm working on a mission where I have 2 different landing zones (LZ). I want a helicopter to pick me up depending on where I ask him to pick me up. For instance: I'm a soldier if I give the ALPHA code the chopper will procced to pick me up at a certain LZ, but if I give the BRAVO code the chopper will proceed to a totally diferent LZ. Also is there a way that I can make units (like soldiers) to appear on a map by the action of a trigger. I tried using camcreate but the units that appear won't move or fire
  11. dirty_bastard

    Chopper loading probles

    Hi I tried Balschoiw technique with a trigger and it worked flawlessly. Â I placed the chopper, gave it a load WP very close to the chopper, almost on top of it. Â Then gave it the rest of his waypoins. Then it set the chopper fuel to 0 placed my unit and gave it their WP and a get-in WP in sync with the load WP of the chopper. Finnaly to make the trick work I placed a trigger around the chopper with an area of 10x10. Â I grouped the trigger to my unit and in ACTIVTION I selected WHOLE GROUP and PRESENT. Then finally on the ON ACTIVATION field I placed ChopperName SetFuel 1 Now when all of your team is in the small area aroud the chopper It guves the chopper fuel. Â If you give the get in command before entering the area The chopper will wait for all the unit to be onboard before taking off. Thanks again If you use Balschoiw tactic do everithing like before execpt dont group the trigger to anybody and put on CONDITION Â SoldierName in ChopperName You must put one for each team member. Â Don't know how to use it with the "group this" command ON ACTIVATION ChopperName SetFuel 1 Thanks Again
  12. Hi I'm building a mission where I place a chopper on the ground. How can I make him stay on the ground until my team and other AI teams get onboard, then proceed with his WP route. The chopper always takes off before anybody can get inside then lands again to load up the troops. And it doesen't even land on the same place but lands like 100m away from the landing H
  13. dirty_bastard

    Invisible handguns

    I want to add handguns to a series of units that were created back in v1.46. Â I read on a post that the problem maybe was on the config.cpp but they didn't say how they solved it. I opened a config.cpp on a unit that was created for the resistance expansion but coudn't tell what was diferent. Â Does it has something to do with the weapon slots?? something in here? (part of config.cpp taken from 321-M249 Pack Resistance) #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536
  14. dirty_bastard

    Invisible handguns

    I want to add handguns to a series of units that were created back in v1.46. Â I read on a post that the problem maybe was on the config.cpp but they didn't say how they solved it. I opened a config.cpp on a unit that was created for the resistance expansion but coudn't tell what was diferent. Â Does it has something to do with the weapon slots?? something in here? (part of config.cpp taken from 321-M249 Pack Resistance) #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536
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