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mumbled_frog

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Everything posted by mumbled_frog

  1. I would like a short film to be made, I am trying to do it myself but I'm not too good at making cutscenes/scripting. Simply its: * set in WWII * Revolves around four friends who join the RFC * Its a progressive short film that shows how the lives of these friends change when they go to war - its actually a dream I had * There is some music I would like in it, but I don't have them to hand and they aren't essential to have in the film. If anyone wouldn't mind giving this a whirl just let me know and I'll give you more info, failing that any tips or tutorials you know of could be of use as well thanks.
  2. mumbled_frog

    Final cutscene doesnt load

    I don't know if this is the right forum, if not I am sorry guys But i finished the final mission in resistance (i know its the final because I read a list of all the mission titles) and I get an error message saying that there is a missing addon '88' and so I can't load the final cutscene. I have an addon in the addons folder called '88' so I don't know whats going on - don't have a problem with any other campaign or mission etc. So close! Any ideas guys?
  3. mumbled_frog

    Final cutscene doesnt load

    BAH! yea that works cheers mate Now i get another addon missing error....ill find and 'eliminate' that from my folder temporaily. Thought I had it cracked for a min!
  4. mumbled_frog

    Campaign failure

    Tried those ideas RED....still no joy at the moment! Goddamn description file!
  5. I'm so close to completing my campaign...all thats still left to go is my description.ext file! The game crashed back to the desktop and I get an error message popping up saying.... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">campaigns\invasion dr. no v.2\description.ext/Campaign/thecampaign/: 'P' encountered instead of '{' This is my description.ext file. I followed the tutorial  any help would be much appriectiated  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities {   class don   { name = "John Manilla"; face = "sebvface5"; glasses = "none"; speaker = "Marc"; pitch =1;   }; }; class Awards { }; class Penalties { }; class MissionDefault {   lives = -1;   lost =;   end1 =;   end2 =;   end3 =;   end4 =;   end5 =;   end6 =; }; class Campaign {   name = "Invasion Dr. No";   firstBattle = thecampaign;   class thecampaign   {     name = "Whole Campaign";     cutscene =;     firstMission = Invasion;     end1 =;     end2 =;     end3 =;     end4 =;     end5 =;     end6 =;     lost =;         class Invasion: MissionDefault { end1 = Counter; lost = Invasion; template = Invasion.drno_isl; }; class Counter: MissionDefault { end1 = Clearance; lost = Counter; template = Counter.drno_isl; }; class Clearance: MissionDefault { end1 = Janga; lost = Clearance; template = Clearance.drno_isl;         }; class Janga: MissionDefault { end1 = Securance; lost = Janga; template = Janga.drno_isl;         }; class Securance: MissionDefault { end1 = Victory; lost = Securance; template = Securance.drno_isl;         }; class Victory: MissionDefault { end1 = Mortuary; lost = Victory; template = Victory.drno_isl;         }; class Mortuary: MissionDefault { end1 = Sorrow; template = Mortuary.drno_isl; }; class Sorrow: MissionDefault { end1 = Forward Position; lost = Sorrow; template = Sorrow.drno_isl; }; class Forward Position: MissionDefault { end1 = Combat Patrol; lost = Forward Position; template = Forward Position.drno_isl; }; class Combat Patrol: MissionDefault { end1 = Castle's Laura; lost = Combat Patrol; template = Combat Patrol.drno_isl; }; class Castle's Laura: MissionDefault { end1 = Spit; lost = Castle's Laura; template = Castle's Laura.drno_isl; }; class Spit: MissionDefault { end1 = The Coast; lost = Spit; template = Spit.drno_isl; }; class The Coast: MissionDefault { end1 = The Line; lost = The Coast; template = The Coast.drno_isl; }; class The Line: MissionDefault { end1 = Village; lost = The Line; template = The Line.drno_isl; }; class Village: MissionDefault { end1 = Advance; lost = Village; template = Village.drno_isl; }; class Advance: MissionDefault { end1 = New Weapon; lost = Advance; template = Advance.drno_isl; }; class New Weapon: MissionDefault { end1 = A town too far; lost = New Weapon; template = New Weapon.drno_isl; }; class A town too far: MissionDefault { end1 = Port Andress; lost = A town too far; template = A town too far.drno_isl; }; class Port Andress: MissionDefault { end1 = Rapid Actions; lost = Port Andress; template = Port Andress.drno_isl; }; class Rapid Actions: MissionDefault { end1 = Fate; lost = Rapid Actions; template = Rapid Actions.drno_isl; }; class Fate: MissionDefault { end1 = Decisive Battle; end2 = Solitude; lost = Fate; template = Fate.drno_isl; }; class Decisive Battle: MissionDefault { end1 = Forward Observer; lost = Decisive Battle; template = Decisive Battle.drno_isl; }; class Solitude: MissionDefault { end1 = Escape; lost = Solitude; template = Solitude.drno_isl; }; class Forward Observer: MissionDefault { end1 = Broccoli Airport; lost = Forward Observer; template = Forward Observer.drno_isl; }; class Escape: MissionDefault { end1 = Home; lost = Escape; template = Escape.drno_isl; }; class Home: MissionDefault { lost = Home; template = Home.drno_isl; }; class Broccoli Airport: MissionDefault end1 = The last Stand; lost = Broccoli Airport; template = Broccoli Airport.drno_isl; }; class The last stand: MissionDefault { end1 = Home; lost = The last stand; template = The last stand.drno_isl;     };   }; }; class CfgRadio {   sounds[]={}; }; class CfgMusic {   tracks[]={};}; }; class CfgSounds {   sounds[]={}; };
  6. mumbled_frog

    Campaign failure

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities { class don { name = "John Manilla"; face = "sebvface5"; glasses = "none"; speaker = "Marc"; pitch =1; }; }; class Awards { }; class Penalties { }; class MissionDefault { lives = -1; lost =; end1 =; end2 =; end3 =; end4 =; end5 =; end6 =; }; class Campaign { name = "Invasion Dr. No"; firstBattle = thecampaign; class thecampaign { name = "Whole Campaign"; cutscene =; firstMission = Invasion; end1 =; end2 =; end3 =; end4 =; end5 =; end6 =; lost =; class Invasion: MissionDefault { end1 = Counter; lost = Invasion; template = Invasion.drno_isl; }; class Counter: MissionDefault { end1 = Clearance; lost = Counter; template = Counter.drno_isl; }; class Clearance: MissionDefault { end1 = Janga; lost = Clearance; template = Clearance.drno_isl; }; class Janga: MissionDefault { end1 = Securance; lost = Janga; template = Janga.drno_isl; }; class Securance: MissionDefault { end1 = Victory; lost = Securance; template = Securance.drno_isl; }; class Victory: MissionDefault { end1 = Mortuary; lost = Victory; template = Victory.drno_isl; }; class Mortuary: MissionDefault { end1 = Sorrow; template = Mortuary.drno_isl; }; class Sorrow: MissionDefault { end1 = ForwardPosition; lost = Sorrow; template = Sorrow.drno_isl; }; class ForwardPosition: MissionDefault { end1 = CombatPatrol; lost = ForwardPosition; template = ForwardPosition.drno_isl; }; class CombatPatrol: MissionDefault { end1 = Castle'sLaura; lost = CombatPatrol; template = CombatPatrol.drno_isl; }; class Castle'sLaura: MissionDefault { end1 = Spit; lost = Castle'sLaura; template = Castle'sLaura.drno_isl; }; class Spit: MissionDefault { end1 = TheCoast; lost = Spit; template = Spit.drno_isl; }; class TheCoast: MissionDefault { end1 = TheLine; lost = TheCoast; template = TheCoast.drno_isl; }; class TheLine: MissionDefault { end1 = Village; lost = TheLine; template = TheLine.drno_isl; }; class Village: MissionDefault { end1 = Advance; lost = Village; template = Village.drno_isl; }; class Advance: MissionDefault { end1 = NewWeapon; lost = Advance; template = Advance.drno_isl; }; class NewWeapon: MissionDefault { end1 = ATownTooFar; lost = NewWeapon; template = NewWeapon.drno_isl; }; class ATownTooFar: MissionDefault { end1 = PortAndress; lost = ATownTooFar; template = ATownTooFar.drno_isl; }; class PortAndress: MissionDefault { end1 = RapidActions; lost = PortAndress; template = PortAndress.drno_isl; }; class RapidActions: MissionDefault { end1 = Fate; lost = RapidActions; template = RapidActions.drno_isl; }; class Fate: MissionDefault { end1 = DecisiveBattle; end2 = Solitude; lost = Fate; template = Fate.drno_isl; }; class DecisiveBattle: MissionDefault { end1 = ForwardObserver; lost = DecisiveBattle; template = DecisiveBattle.drno_isl; }; class Solitude: MissionDefault { end1 = Escape; lost = Solitude; template = Solitude.drno_isl; }; class ForwardObserver: MissionDefault { end1 = BroccoliAirport; lost = ForwardObserver; template = ForwardObserver.drno_isl; }; class Escape: MissionDefault { end1 = Home; lost = Escape; template = Escape.drno_isl; }; class Home: MissionDefault { lost = Home; template = Home.drno_isl; }; class BroccoliAirport: MissionDefault { end1 = ThelastStand; lost = BroccoliAirport; template = BroccoliAirport.drno_isl; }; class Thelaststand: MissionDefault { end1 = Home; lost = Thelaststand; template = Thelaststand.drno_isl; }; }; }: class CfgRadio { sounds[]={}; }; class CfgMusic { tracks[]={}; }; class CfgSounds { sounds[]={}; }; Same problem, this is the current description.ext Same error message. There must be another '{' missing somewhere
  7. mumbled_frog

    Campaign failure

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">You forgot a semi-colon at the end of tracks in cfgMusic... should be: Code Sample  class CfgMusic {  tracks[]={}; }; So it should be.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic {  tracks[]={}; }; }; class CfgSounds...etc or... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic {  tracks[]={}; }; class CfgSounds...etc
  8. mumbled_frog

    Campaign failure

    Tried that idea now..... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities {   class don   { name = "John Manilla"; face = "sebvface5"; glasses = "none"; speaker = "Marc"; pitch =1;   }; }; class Awards { }; class Penalties { }; class MissionDefault {   lives = -1;   lost =;   end1 =;   end2 =;   end3 =;   end4 =;   end5 =;   end6 =; }; class Campaign {   name = "Invasion Dr. No";   firstBattle = thecampaign;   class thecampaign   {     name = "Whole Campaign";     cutscene =;     firstMission = Invasion;     end1 =;     end2 =;     end3 =;     end4 =;     end5 =;     end6 =;     lost =;         class Invasion: MissionDefault { end1 = Counter; lost = Invasion; template = Invasion.drno_isl; }; class Counter: MissionDefault { end1 = Clearance; lost = Counter; template = Counter.drno_isl; }; class Clearance: MissionDefault { end1 = Janga; lost = Clearance; template = Clearance.drno_isl;         }; class Janga: MissionDefault { end1 = Securance; lost = Janga; template = Janga.drno_isl;         }; class Securance: MissionDefault { end1 = Victory; lost = Securance; template = Securance.drno_isl;         }; class Victory: MissionDefault { end1 = Mortuary; lost = Victory; template = Victory.drno_isl;         }; class Mortuary: MissionDefault { end1 = Sorrow; template = Mortuary.drno_isl; }; class Sorrow: MissionDefault { end1 = ForwardPosition; lost = Sorrow; template = Sorrow.drno_isl; }; class ForwardPosition: MissionDefault { end1 = CombatPatrol; lost = ForwardPosition; template = ForwardPosition.drno_isl; }; class CombatPatrol: MissionDefault { end1 = Castle'sLaura; lost = CombatPatrol; template = CombatPatrol.drno_isl; }; class Castle'sLaura: MissionDefault { end1 = Spit; lost = Castle'sLaura; template = Castle'sLaura.drno_isl; }; class Spit: MissionDefault { end1 = TheCoast; lost = Spit; template = Spit.drno_isl; }; class TheCoast: MissionDefault { end1 = TheLine; lost = TheCoast; template = TheCoast.drno_isl; }; class TheLine: MissionDefault { end1 = Village; lost = TheLine; template = TheLine.drno_isl; }; class Village: MissionDefault { end1 = Advance; lost = Village; template = Village.drno_isl; }; class Advance: MissionDefault { end1 = NewWeapon; lost = Advance; template = Advance.drno_isl; }; class NewWeapon: MissionDefault { end1 = ATownTooFar; lost = NewWeapon; template = NewWeapon.drno_isl; }; class ATownTooFar: MissionDefault { end1 = PortAndress; lost = ATownTooFar; template = ATownTooFar.drno_isl; }; class PortAndress: MissionDefault { end1 = RapidActions; lost = PortAndress; template = PortAndress.drno_isl; }; class RapidActions: MissionDefault { end1 = Fate; lost = RapidActions; template = RapidActions.drno_isl; }; class Fate: MissionDefault { end1 = DecisiveBattle; end2 = Solitude; lost = Fate; template = Fate.drno_isl; }; class DecisiveBattle: MissionDefault { end1 = ForwardObserver; lost = DecisiveBattle; template = DecisiveBattle.drno_isl; }; class Solitude: MissionDefault { end1 = Escape; lost = Solitude; template = Solitude.drno_isl; }; class ForwardObserver: MissionDefault { end1 = BroccoliAirport; lost = ForwardObserver; template = ForwardObserver.drno_isl; }; class Escape: MissionDefault { end1 = Home; lost = Escape; template = Escape.drno_isl; }; class Home: MissionDefault { lost = Home; template = Home.drno_isl; }; class BroccoliAirport: MissionDefault end1 = ThelastStand; lost = BroccoliAirport; template = BroccoliAirport.drno_isl; }; class Thelaststand: MissionDefault { end1 = Home; lost = Thelaststand; template = Thelaststand.drno_isl;     };   }; class CfgRadio {   sounds[]={}; }; class CfgMusic {   tracks[]={} }; class CfgSounds {   sounds[]={}; }; And I now get the message... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">campaigns\invasion dr. no v.2\description.ext/Campaign/thecampaign/: ''' encountered instead of '{' And I have renamed the missions to suit the description.ext file
  9. mumbled_frog

    Campaign failure

    Sorry guys I tried both those bits of help and neither helped, I've still got the same blasted error message <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">campaigns\invasion dr. no v.2\description.ext/Campaign/thecampaign/: 'P' encountered instead of '{' Damnit! My campaign is very basic, especially at the start where I had very little editing knowledge. Towards the end of the campaign the missions become much more ingenious and inventive. I don't know about releasing it, its very basic and corny! Well, I can't even play it myself let alone release it yet!
  10. mumbled_frog

    Ai takeoff

    How can you get an AI Pilot to take off from the ground? Essentially what I want to do is scramble a number of aircraft so they get into the air and go where I want them to go and drop a few bombs or engage other aircraft. The latter is something I can do but getting them to take off is another story - all they do is try and drive the aircraft.
  11. mumbled_frog

    Ai takeoff

    The south east strip works? sorted. cheers Is there anything that can be made to make them take off though? or will a waypoint command do? such as 'move'
  12. mumbled_frog

    Ai takeoff

    I want to use the sebnam map ideally otherwise I'll have to put the aircraft into a circling pattern until I need them...which is inconvienient to say the least. But the airport in the north of nogova?......ill check that one out
  13. you can always bomb them, shoot them or blow them up to turn them off. but thats not the answer that you need
  14. I have a small group of men, individuals not in a group with a leader etc. There are three of them. There are four of these groups . I want the player to select one of these groups and take command of them via a radio command, after he has chosen i want the other radio commands to disappear so the other teams can't be selected as well. I have to do this, obviously, via triggers because my computer doesn't interpret scripts into anything OPF can understand. I would be easier to group them i think, but ive forgotten who to give a group a name (its different to 'setgroupid' which is not what i want) If anyone could help id be very grateful, thanx. One other problem. I have various objectives in missions that are hidden from the start and appear later depending on how the mission goes. But when the briefing is read at the start the objective can be read, spoiling my secrets any suggestions? cheers again
  15. mumbled_frog

    Radio join command

    excellent Although I don't understand about the objectives in the briefing file. I have named the objectives in the briefing as i want them, during the mission i get them to be revealed at the correct point to thats fine as I say. cheers!
  16. mumbled_frog

    Campaign query

    This is agonising! can't anyone help It must be something simple
  17. mumbled_frog

    Campaign query

    I have almost finished the campaign I'm creating I am getting a message when I try and run the campaign, after i have converted it to pbo and put it in the campaigns folder. The message reads: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NO ENTRY 'CAMPAIGNS\<campaign name>\DESCRIPTION.EXT.CAMPAIGN' And I am stuck....In my campaign folder I have: my missions folder (named 'missions') with every mission in it; and the description.ext file. This is my description.ext coding.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities { class don { name = "John Manilla"; face = "sebvface5"; glasses = "none"; speaker = "Marc"; pitch =1; }; }; class MissionDefault { lives = -1; lost =; end1 =; end2 =; end3 =; end4 =; end5 =; end6 =; }; class Campaign {   name = "Invasion Dr. No";   firstBattle = thecampaign;   class thecampaign   {     name = "Whole Campaign";     cutscene =;     firstMission = Invasion;     end1 =;     end2 =;     end3 =;     end4 =;     end5 =;     end6 =;     lost =;         class Invasion: MissionDefault { end1 = Counter; lost = Invasion; template = Invasion.drno_isl; }; class Counter: MissionDefault { end1 = Clearance; lost = Counter; template = Counter.drno_isl; }; class Clearance: MissionDefault { end1 = Janga; lost = Clearance; template = Clearance.drno_isl;         }; class Janga: MissionDefault { end1 = Securance; lost = Janga; template = Janga.drno_isl;         }; class Securance: MissionDefault { end1 = Victory; lost = Securance; template = Securance.drno_isl;         }; class Victory: MissionDefault { end1 = Mortuary; lost = Victory; template = Victory.drno_isl;         }; class Mortuary: MissionDefault { end1 = Sorrow; template = Mortuary.drno_isl; }; class Sorrow: MissionDefault { end1 = Forward Position; lost = Sorrow; template = Sorrow.drno_isl; }; class Forward Position: MissionDefault { end1 = Combat Patrol; lost = Forward Position; template = Forward Position.drno_isl; }; class Combat Patrol: MissionDefault { end1 = Castle's Laura; lost = Combat Patrol; template = Combat Patrol.drno_isl; }; class Castle's Laura: MissionDefault { end1 = Spit; lost = Castle's Laura; template = Castle's Laura.drno_isl; }; class Spit: MissionDefault { end1 = The Coast; lost = Spit; template = Spit.drno_isl; }; class The Coast: MissionDefault { end1 = The Line; lost = The Coast; template = The Coast.drno_isl; }; class The Line: MissionDefault { end1 = Village; lost = The Line; template = The Line.drno_isl; }; class Village: MissionDefault { end1 = Advance; lost = Village; template = Village.drno_isl; }; class Advance: MissionDefault { end1 = New Weapon; lost = Advance; template = Advance.drno_isl; }; class New Weapon: MissionDefault { end1 = A town too far; lost = New Weapon; template = New Weapon.drno_isl; }; class A town too far: MissionDefault { end1 = Port Andress; lost = A town too far; template = A town too far.drno_isl; }; class Port Andress: MissionDefault { end1 = Rapid Actions; lost = Port Andress; template = Port Andress.drno_isl; }; class Rapid Actions: MissionDefault { end1 = Fate; lost = Rapid Actions; template = Rapid Actions.drno_isl; }; class Fate: MissionDefault { end1 = Decisive Battle; end2 = Solitude; lost = Fate; template = Fate.drno_isl; }; class Decisive Battle: MissionDefault { end1 = Forward Observer; lost = Decisive Battle; template = Decisive Battle.drno_isl; }; class Solitude: MissionDefault { end1 = Escape; lost = Solitude; template = Solitude.drno_isl; }; class Forward Observer: MissionDefault { end1 = Broccoli Airport; lost = Forward Observer; template = Forward Observer.drno_isl; }; class Escape: MissionDefault { end1 = Home; lost = Escape; template = Escape.drno_isl; }; class Home: MissionDefault { lost = Home; template = Home.drno_isl; }; class Broccoli Airport: MissionDefault end1 = The last Stand; lost = Broccoli Airport; template = Broccoli Airport.drno_isl; }; class The last stand: MissionDefault { end1 = Home; lost = The last stand; template = The last stand.drno_isl; }; }; I'm so close to finishing! can anyone help? cheers
  18. I have a fully functional mission.......almost. I have a number of radio commands that work as they are supposed to. However all are available from the start of the mission. I would like to get the option of accessing the radio command after the previous one has been 'used' so to speak - so they are hidden until required. Is there anyway of doing this? If not I will have to rethink my mission  Another question, ending via forceend in a trigger once a waypoint has been reached. I searched and found this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Waypoints OnActivation Field - a1=true Triggers Condition Field - a1 I tried this, calling the required unit a1, yet it will not work. Any suggestions? Thanks again
  19. mumbled_frog

    Separating radio commands

    Excellent! Just what I need RED, cheers again
  20. Is it something to do with how it was created? I had 1 c47 fly over around 30 enemy flak guns and it didn't take any damage, the flak rounds just passed through the aircraft. its not a case of the flak guns missing because i tested them with a cobra, which was shot down way before it reached them - let alone flying past them overhead! is there anyway i can allow dammage for the c47? i searched and saw advice for a trigger....would this work here?
  21. mumbled_frog

    Indestructible c47

    That sounds like a sweet mission! I thought about killing off the pilot as well, rather than destroying the whole aircraft. So it just falls out the air, sticks can still jump.....if they get to their DZ
  22. mumbled_frog

    Action commands

    I'm trying to get a unit to move, via waypoints, to a specific area, marked by a trigger, and set off one or more charges to destroy some objects. How would I get them to do this? I am using triggers etc to activate this and not scripts because for some reason I cannot create scripts that my computer recognises.
  23. Is this possible? I would like to impliment this in a mission and have searched the forums and ofpec.com. I can't find the answer though. If anyone can point me in the right direction I would be grateful All I want is the C-47 to fly over the DZ with the cargo and drop it, so that it lands on the ground re-supplying infantry units on the ground with ammo/new weapons.
  24. mumbled_frog

    C-47 carrying ammo

    I was thinking about doing that, cheers. I'll give it a whirl You can change the HMMVV for anything......everything I tried worked at least. Sometimes with amusing consequences Tried subbing the chopper for the C-47 though......it didn't work, until I flew the C-47....which I don't want to do in the mission!
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