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gucca

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About gucca

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  1. gucca

    Mission Transition

    No worries Again thanks for the info
  2. gucca

    Mission Transition

    I did unpack the file & even attempted to view the missions in the mission editor. Maverick views just fine however, PlanesStart rults in OFP crashing & I forget the error message "expected ; instead of {" or something. I'll look into the debriefing = 0 thing to see if that may be the case. The condecending attitude isn't helpful at all. Remember you were once a noob too. Sincerely though, thanks for the suggestion.
  3. I have done some searching and was unable to come up with a solution to this problem. I am making a small campaign & really liked the effect in the 1985 campaign (Cold War Crisis) between mission 31a (PlanesStart) & 31b (Maverick). Essentually it seamlessly takes you from one misssion to the next giving the illusion that you traveled from one island to another. My question is this. How can this be recreated? One mission ends & immediatly goes into the next mission with no briefing or anything. Thanks in advance.
  4. Thanks guys, works like a charm
  5. Works perfectly, thanks for the info. Now a twist. If I wanted to have a group of infantry in the mix (responding to the "alarm") would I merely replace BMP1 with the name of the infantry group or would I need another foreach command? e.g. Infantry group leader's init line is: guards = group this in the trigger's activation field would I have <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"guards domove getpos _x" foreach thislist Or will that just make the leader move? Again thanks for any & all advice
  6. Sanctuary thanks for your reply. I had been using BMP1 domove getpos me (player) However while play-testing the mission I realized that I am not always the one to set off the trigger. Sometimes I was on the other side of the objective sending a squad in from the opposite side who in turn set off the trigger. It seemed silly to me that BMP1 would react to me (getpos me) when it was sketchy1 on the opposite side of the objective that set off the trigger. I'd like to make the "reaction" more dynamic. So no mater who sets off the trigger be it sketchy1, sketchy2, joeshmoe, me, or some unnamed soldier; BMP1 moves to thier position. I was thinking maybe something like this would work in BMP1'a waypoint Activation field <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"BMP1 domove getpos _x" Or would i have to name the trigger (alarm) and have <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"BMP1 domove getpos _x" foreach (list alarm) I'm a scripting noob but hopefully I'm on the right track. Unfortunatly I'm at work so can't test it right now LOL. Thanks Again
  7. First, this is an incredible board & I've learned alot by searching here. However I cannot find a solution to one of my dilemas. I'm writing a mission where I would like units to respond by going to the position of whoever activated a trigger. e.g. sketchy1 sets off trigger (detected by East) BMP1 rolls onto sketchy1's position & causes issues. *note* the person that sets of the trigger may be AI & not the player, also this is a single player mission & I'm using OFP v. 1.46 Thanks in adance.
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