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tangotrap

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About tangotrap

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  1. tangotrap

    Bodycount skript ?

    Nobody here got a clue how to do ? I have an idea but i don´t know how to set it up: 1. Create a List foreach Side 2. Check if a Combatant was Killed 3. add this kill to the List now you could use the content of this list for anything or does that not work ?
  2. Well i used the button, was reading a lot of documents but i was not able to write a skript witch counts the Kills and/or all Losses for one or more Sides of a MP-Mission (with respawn ofcourse). I must say i have (as good as) zero knowledge for skripting So i would be veeery thankfull for any hints, tricks or ready to use Skripts Greets Tango
  3. tangotrap

    Wargames addpak 4.0 released

    My Apologizes but are those Humvee a bit "short Ranged" ? I know wery well that those like Fuel veri much but a Range about 30km or so is a litte short When driving around on a Island you must plan your Route from Fuelstation to Fuelstation Will this matter be reworked or it´s so meant to be
  4. tangotrap

    Wargames addpak 4.0 released

    One Thing i want to ask about is when using the Crew-Served Antitank Weapons like the Konkurs or Tow: Wenn Placed or built those are equipped with 7 or 8 ATGM´s but when reloading the Systems on a Ammotruck you can only get one lousy Missle per Loading ? This makes the support of a "well Visitet" Antitank-Site very work intensive... Will this be fixed or is it exactly planned to do so ? greet´s Tango
  5. tangotrap

    Wargames addpak 4.0 released

    Maybe you should just read the Manual  You need: 1. First you will need a civilian AI placed somewhere out of harm's way on your mission. Put him on an island somewhere, or just very far away. 2. Name the civilian AI... WGLMortDummy 5. Next count how many mortars you want to be in the mission. If you have enough pieces in a crate to make 1 M224 60-mm mortar and 2 M29 81-mm mortars that's 3 total. Another example, if you have 3 mortar teams then those count as 3 mortars also. 3. In the init line of the AI put... WGLMortDummyGrp = this; 4. Make sure the civilian AI isn’t playable 6. In the mission editor you will need to create 1 manned (manned with AI gunners) mortar for each mortar listed above. So sticking with our example, in the mission editor select the following: West > WGL - Vehicles > M224 60mm Mortar. 7. Make sure that mortar is not playable 8. Move the mortar to be within 50 meters of the civilian dummy named WGLMortDummy. The closer the better. 9. Now repeat step 6 for each mortar you want available on your mission. Sticking with the example above we would now need to place 2 M29 81mm Mortars onto the mission and move them next to the civilian dummy. 10. For best results, make sure the mortars aren't grouped. 11. Copy the contents of the Description.ext file that was included with this pack. The file is now located in your OFP folder. The Description.ext file is located with a mission folder and is included in the mission file. This file defines perimeters that affect the game. See Appendix for copy of the portion of the Description.ext that is required when making a mortar mission using the WGL 4.0 MOD. You may also check in the following mission for further information: 12. Make sure your mission does not disable AI in the Description.ext file. \WGL\users\default\Missions\@wg_training_westmortars.usmc_gaia mfg Tango Â
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