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kfine

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About kfine

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  1. Ahh, thanks for your help.
  2. kfine

    All russians gone!

    Yes, I am using a trigger for the condition EAST not present. Â As I understood you, correctly when I put the "End#1" in the trigger, it will automatically go directly to the Intro Win cutscene. Â What would I put in the briefing of the Mission? Â Would I delete the following lines in the Mission Debriefing: hr> <br> <h2><p><a name="Debriefing:End1">END1</a></p></h2> <br> <p> END1 IF YOU NEED ONE </p> <br> <hr> <br> <h2><p><a name="Debriefing:End2">END2</a></p></h2> <br> <p> END2 IF YOU NEED ONE </p> <br> ? Sorry, I am somewhat new with this cutscenes and Debriefings.
  3. How do one go about combining two missions? I want to combine the ending of one mission (Intro Win) with the start of another Intro cutscene of a second mission.
  4. This is what I like to do and I have no idea how to proceed. My mission is a mission in which the goal is to get rid of all Russian presence in a town. Once this is accomplished the game should go to the Into Win cutscene. How can one do this? Help would be greatly appreciated. Thanks
  5. Is there a script for a camera to track a moving target in a cutscene?
  6. I tried the trick with pressing the right "CTRL" key and pasting it on a notepad. Yet when I did it I could not paste anything on it. There was nothing to paste to the notepad. I tried the following. I put as you say in the players Int field "aP exec "Camera.sqs" and opened the preview of the game. This was while the game was in "Mission" setting. I rotated the player to view a different direction and pressed the right "CTRL." This key is not bound to anything in the game option. Then I went to a plain notepad and while the cursor is in the field of the notepad, I pressed the right "CTRL" and "V" keys together at the same time. I got nothing. No corrodinates or anything.
  7. Is there a way to determine a units or vihicles x,y,z coordinates for cutscenes?
  8. After upgrade of 1.46 I noticed something strange. Â The notebook during the briefing in the Single missions have shrunk to a very little size. Â The words of the briefings are almost unreadable. Â What is going on? Â Is this a bug in upgrade 1.46?
  9. I tried the doTarget command. But something weird happend. The enemy got in front of me and laid down on his stomach. Funny huh? The enemy's behaviour was set to combat.
  10. I do not know if this threat has come up before. I look for it in this site and did not find any. So here is the question: How do you have a soldier point his weapon at a captured enemy? I have done the following so far. The enemy officer drives his jeep and had to stop for a truck that was blocking the road. The russian soldiers put the truck there to stop the officer. The officer jumps out of the jeep and looks around. After seening the russian soldier who walks up to him with his AK74 pointed at the officer, the officer surrenders. Well I have set up a trigger to have the officer surrender: (this switchmove "Fxstanduniv") something like that :( but somehow the soldiers are ignoring the officer (since he has "this setcaptive true" written in his Int.) I have removed all the weapons from the officer so that he cannot shoot back. It is somewhat a pain for me to have the russian soldiers trigger the trigger to activate the officer's action of surrendering. But sometimes it triggers in a short time and sometime it does not trigger for a long time. This is a cutscene and I like to have everything go on in a relative short time so that it can fit in the time I have alloted for the cutscene. Can someone help? ???
  11. Try this: Ok, you want to join and after a while detach from the group and go you seperate ways. This is how you can do it. Or in a famous equation: WP=(M*T)^n Waypointpath = (Marker*Trigger)^number of desired waypoints Insert a group. Put in its initfield: Alpha=group this NOTE: do not use more than 11 units including the leader. A group can only have 12 members so if it contains 12 units it's impossible to join with this group. This group is now labelled 'Alpha'. Make a waypointpath [MOVE] for this group. This will be the WHOLE waypointpath for this group. Now insert a unit. Name this unit, let's say, Jones. He is the one that will join the group and after a while will leave the flock and go his own way. Make a waypoint [JOIN] near the 1st groupwaypoint and draw a SYNCHRONIZE line between these waypoints. In this way the group will wait until our unit has joined this group. Jones will now go, within the group, to groupwaypoint 2 In groupwaypoint 2 insert in the On activation field: [Jones] join GrpNull; Jones is on its own again. The group will follow their wayppoint path as made earlier. Well. there he is then. After a join GrpNull new 'real' waypoint on his path wil not work. We have to make new waypoints with the help of invisible markers. Place a Marker [type EMPTY] and name it W1 on the map where the next waypoint for Jones (after the groupsplit) is. Put in the groupwaypoint2 On activationfield after the [Jones] join GrpNull: line the following: [Jones] commandMove GetMarkerpos "W1" Now Jones will go to this waypoint. Note: the WP On activation line looks like: [Jones] join GrpNull;[Jones] commandMove GetMarkerpos "W1" It's also possible to make a whole new group of more than one unit. All the members of the original group MUST have a name. e.g A1,A2,A3,A4, etc. To form a new group put the line: newgrp = formLeader Jones; [a1, a2, a3, a4] join newgrp The new group will now follow Jones on his path, while the other group follws their path. You can also make more waypoints after W1 for Jones with the help of triggers. Place a second empy marker, named W2, on the map. Place a trigger with radius 5 over waypointmarker W1 and group this trigger with Jones. Put in the On activationfield of this trigger: [Jones] commandMove GetMarkerpos "W2" It's also possible to use the distance trick to trigger it. Name the trigger TW1 and put in the conditionfiled of this trigger: Jones Distance TW1 < 5 In this way you don't have to group Jones with all the triggers. You can now copy paste the Markerwaypoint/trigger pairs and only have to edit their correct names; TW1 with W1 and TW2 with W2. That's all folks ! I got this from www.ofpeditingcenter.com. I hope it helps. ;)
  12. kfine

    Scripting sheets

    Ah! Thanks a lot.
  13. Thanks for your attempt to help. It did not work. The troops will not get on the Helo and the Helo just stays at one place not going anywhere. Thanks again
  14. It did not work. I wanted the mission to start where the Helo is waiting on the ground. Is there a script command that enable the engine of the Helo? The mission starts like this: There are three Helos on the ground with their blades rotating waiting on 24 troop members to board the three helos. When they are all boarded the helos take off to their next waypoints. ???
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