frankie2spankie
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Hi everyone Ive beent trying to use a number of addons that I have previously used before, but for some reason when I try and Preview the mission an error message comes up saying "No entry 'modelspecial' does anyone know why this is happening? The addons are all extremely popular ones like UKF and BAS stuff etc. Would appreciate any help given
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A new slant on resistance
frankie2spankie replied to wildbrumby's topic in OFP : MISSION EDITING & SCRIPTING
Can i just add somethin in regards to the yellow waypoint boxes... these boxes can appear in the Editor, all you have to do is play a Single Mission First and then open the editor. For example if you load "Steal the Car" mission and then abort n go into editor, then all of the unit tags and waypoints should appear. -
Firing the kozlice
frankie2spankie replied to frankie2spankie's topic in OFP : MISSION EDITING & SCRIPTING
no he isnt called unit, he is called "bartender", but ive been tryin out the commands with a Res Hunter. Yes the weapon is loaded. -
Firing the kozlice
frankie2spankie replied to frankie2spankie's topic in OFP : MISSION EDITING & SCRIPTING
nope just tried that. The guy just stand there like a melon -
Firing the kozlice
frankie2spankie replied to frankie2spankie's topic in OFP : MISSION EDITING & SCRIPTING
Nope that doesnt seem to work either. This is very frustrating not being able to do something so insignificant! -
Firing the kozlice
frankie2spankie replied to frankie2spankie's topic in OFP : MISSION EDITING & SCRIPTING
nah i tried both of those, they didnt work -
ok, ive tried many ways to make a unit fire the kozlice. i tried unit fire ["kozlice","kozliceball"] - but it didnt work. Has anyone got any idea how you get a unit to fire this weapon?
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ok guys basically wot ive done is ive created a trigger which checks to see if a LAW soldier is dead. If he is, i want the group leader to tell a unit to take the LAW from him. What is the command to take a weapon?
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Ok, this is what i need I want a condition which checks to see if a unit has fired a flare within a given area. Tried a couple of things, such as got ammo...but the trigger is activated if the unit drops the flare. Help purlease
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Ok, this is what i need
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Ok, what i want is a condition which runs when "player1" runs out of mines. I tried the following condition but it did not work properly. player1 ammo "mine" == 0 please can some1 help?
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Desperately need help
frankie2spankie replied to frankie2spankie's topic in OFP : MISSION EDITING & SCRIPTING
cheerz, that worked! thanx! -
hi guyz, im just finishin part 1 of my mission pack and ive got a syntax in my description file. The purpose of it is to enable myself and my squad to have a number of weapons available to them. I also got a changing name syntax on there. Can some1 tell me what is wrong with this syntax. The name changes but the weapons do not appear in the gear. respawn="group"; onLoadMission=War engulfed Everon class CfgIdentities { class player1 { name = "Ferdinand Blake"; face = "Face34"; glasses="sunglasses"; speaker = "Adam"; pitch = 1.10; } class Weapons { class AK47{count = 1}; class PK{count = 1}; class FAL{count = 1}; class HKG3{count = 1}; class M21{count = 1}; class Glock{count = 1}; }; class Magazines { class AK47{count = 10}; class PK{count = 10}; class FALmag{count = 10}; class GlockMag{count = 10}; class Pipebomb{count = 10}; class HandGrenade{count = 10}; };
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Ok guyz, im really disappointed wit myself how do i create a condition for a trigger which is only activated when all units in a specific group are dead. its somethin like squad1 (not alive_x) isnt it??? plz reply asap cheerz
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Hows this for a scenario?
frankie2spankie replied to BronzeEagle's topic in OFP : MISSION EDITING & SCRIPTING
i thought of 2? man, i was just being sarcastic! but actually yes it mite work lol...wow im a genius!