russin
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Everything posted by russin
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im waitin for the new version
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im waitin for the new version
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ive tried the new RTS on the new island with 1.85 can't seem to build at all will you be makin one for nogavo ?
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ive tried the new RTS on the new island with 1.85 can't seem to build at all will you be makin one for nogavo ?
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yes ive searched this but seem to find nil anyone ?
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How to let soldiers dont shoot at empty targets?
russin replied to CommanderMJ's topic in OFP : MISSION EDITING & SCRIPTING
i no this is stupid should be fixed in patch im sure -
look in your ofp directory for a template folder then copy the mission folder to your user missions folder dpbo sucks there is a much better one (extratorv05) look for that and you can view some user made missions
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ive noticed i had to start up a server in cadet start the map and leave go back to editor you shoud see waypoints i do,and yourself on map
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i wish they never released this untill it works properly i also have noted a drop in players on resistance 1.75 come on how long till patch appox 1 year, 3 months,6 months etc....how close is it accully and a new island would be nice to for all the shit we go through for the game
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ive still notcied the m2 machine guns still rise up i hope this is fixed
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Hiding and making markers show up
russin replied to Ex-RoNiN's topic in OFP : MISSION EDITING & SCRIPTING
here is some more info on this How to Update Mission Plans for Breifings Init.sqs file - Make a notepad file and rename the .txt file to init.sqs. This file will set the initial conditions of your missions. You can use many commands in it. Say we want the second objective to appear once a trigger is activated, and we want a marker to appear too. If we wanted our 2nd ("0" is first) objective to be hidden at the initial briefing, use this code in a file called init.sqs located in your mission folder: "1" ObjStatus "HIDDEN" and there will be no objective one shown at startup. Suppose we want the objective to become visible part way through the mission. We could use the following command in the activation field of a trigger: "1" ObjStatus "ACTIVE" The same with markers (make the markers in the editor and name them "markername1"), in the init.sqs file type: "markername1" SetMarkerType "Empty" And then to display the marker we would use the following line in the same trigger activation field as "1" ObjStatus "ACTIVE": "markername" SetMarkerType "Destroy" Marker types: "Start" "End" "Pickup" "Marker" "Arrow" "Flag1" "Warning" "Dot" "Join" "Unknown" This will set the marker to empty (invisible), and set it to a destroy marker when the trigger is activated. So your init.sqs file will look like this "1" ObjStatus "HIDDEN" "markername1" SetMarkerType "Empty" Which will set the initial conditions. -
ask quaker gamer for this he can make ya one im sure
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i would like to know this as well
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KaRRiLLioN @ Aug. 09 2002,20:53)</td></tr><tr><td id="QUOTE">There are many scripts that use NearestObject because it is a VERY useful command. Â I hope that they can release a patch sometime soon.<span id='postcolor'> ya the sooner the better to
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KaRRiLLioN @ Aug. 09 2002,20:53)</td></tr><tr><td id="QUOTE">There are many scripts that use NearestObject because it is a VERY useful command. Â I hope that they can release a patch sometime soon.<span id='postcolor'> ya the sooner the better to
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ive went on to check it out and noted on flag fight dm the heavey machine gun placements in town the guns aim moves upward still.... also say i have flag and some kills me the same time some one else dies flag will go to some other auto-matically on the other side of the map ive tried a few others as well but nothin i noticed wrong
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thanks but could not get it work using that mabe if you can give me a example description.ext
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how can i get weapons in the gear section at the start of mission ? i want to use this for mp mission im making
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you must do freash install 1.20 1.30 1.46 1.75 worked for me oh ya had to clear registry of flashpoit to with reg-edit worked for me
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you must do freash install 1.20 1.30 1.46 1.75 worked for me oh ya had to clear registry of flashpoit to with reg-edit worked for me
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ July 25 2002,15:18)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">ive played a few night missions and have seen no street lights in the towns<span id='postcolor'> Maybe compatibilty problems with some custom addon (Gunslingers Editor Upgrade being first suspect)?<span id='postcolor'> im only useing offical addons and here are my specs max light is not the issue here athlon 1.4 ghz 512ddr ram g-3 64 meg vid card max lights are set to 32 witch is max amount
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bug with m2 top heavy gun allways go's up mp dm map the gun on edge of town makes it impossible to aim
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certain tanks bounce around like bradly is the worst also the V-80 also does same thing if i command a squad i can't get them to keep low (kneele) but i see AI on one knee ?