Jump to content

<COPPERHEAD) =>

Member
  • Content Count

    50
  • Joined

  • Last visited

    Never
  • Medals

Everything posted by <COPPERHEAD) =>

  1. I want to make a movie that plays before the level starts, but I want it to match what a certain character is doing. For example, I want the camera to go to a different target once the character gets to a certain point. ALso, does anyone know where a good camera tutorial is?
  2. <COPPERHEAD) =>

    Scripting question

    Does the ~ not work in a trigger? I used it in a trigger and it doesn't seem to work.
  3. <COPPERHEAD) =>

    List of animation for editing

    Where? ofpeditingcenter.com just has 1.03, as far as I can tell.
  4. <COPPERHEAD) =>

    List of animation for editing

    Go to www.ofpeditingcenter.com/tutorials/cmdref103pdf.zip. It's what I use.
  5. Y'know that little brief briefing that you see when you click on a level to play? Like "Steal the car" with a small briefing and a picture? How do you put text and a picture there? I tried getting my answer at www.ofpeditingcenter.com, but they don't tell.
  6. I only know how to make one person say something (text). But the leader might die, and then no one will say it. So I want whoever happens to be the leader to say it. How can I do that?
  7. <COPPERHEAD) =>

    How can i make a trigger so that when the leader..

    I already do have some guys off in the corner who do most of the talking. I want to know how to make it tell who's talking. Even if I have someone named "Alpha black 1", it'll still say that "west" is saying it.
  8. When I make someone talk (with text), it just says 'west: "[text]" ' I want it to tell who's talking, such as "Delta black 1" or whatever. So, for example, if Delta black 1 says something, the text says, "Delta black 1: 'text' ", instead of "west: 'text' "
  9. I couldn't get that big battleship (I forget the name) to work. I couldn't board it, and when I initialize with me on the boat, I can see through the boat and I can't move. I can only get off the boat. Dang it, I want to use the boat, it looks so cool! Is it possible?
  10. I made a level in which each waypoint is changed to full speed and combat mode when tanks reach a certain point, so that they'll run through their waypoints and get behind some cover. Â I made all the waypoints "no change", and then I made each waypoint make a certain variable true, and then the next waypoint makes that variable false and a new one true, etc. Â Then I made triggers that say, for example, "if so-and-so variable is true and the tanks haven't arrived yet, set group speed to limited and group behavior to stealth", and then I make another trigger that says "if that variable is true and the tanks HAVE arrived, make speed full and behavior combat". Â But if the tanks do come, they don't just run, they run for a while, go prone, get up, run in circles, etc. Â How do I make them run in a straight line, and fast?
  11. If you can't see it, what is the point of giving the player waypoints at all?
  12. OK, I just tried this, and it worked. At the point that you want the soldiers to stop and await your orders, place <i>two</i> waypoints right next to each other. Â In the first waypoint, write CONDITION "true" ON ACTIVATION "ready = true" In the next one, the one right next to the first one, write "go" in the CONDITION box. Then make a trigger, and in the "activation" menu select "radio alpha". Â Then write CONDITION "ready" ON ACTIVATION "go = true" That way, when the group gets to the first of the pair of waypoints, the game will know they are ready, but they won't go any further until "go" is true. Â The trigger makes "go" true when radio call alpha is made AND ready is true. Â That way the radio call won't do anything unless the group is ready.
  13. <COPPERHEAD) =>

    Helicopter pickup with smoke signal

    Not sure about smoke, but you could use a radio call. Â You should be able to create a helipad (using the createunit command or whatever it's called) and as you said, to first make the game get your position, and then tell the game to create a helipad at that position when you make the radio call. I think there is a command for finding out if a unit fired a certain weapon, but I'm not sure what it is.
  14. I want a helicoptor to fly through its waypoints (obviously), but once it gets to the first one it just stops and rotates endlessly.
  15. Scenerio: Â at the beginning of the level, a waypoint tells me to get into a helicoptor (I'll call it 1 for future reference). Â I get in, and the next waypoint (2) tells me to go to a certain spot far away. Â But between me and the waypoint is a shilka. Â I want to make it so that even if I don't get to waypoint 2, it'll go to three once I eject or land or something. Â How could I do that? Also, I can't seem to get my leader to tell me and my teammates to eject. Â I used that code on www.3dactionplanet.com/flashpoint/tutorial5/tutorial5.html _aunits = units L1 _i = 0 _Max = count _aunits #Here (_aunits select _i) action ["EJECT",helo1] unassignvehicle (_aunits select _i) _i=_i+1 ~1 ?_Max>_i:goto "Here" exit (of course I changed the names and stuff) In a trigger I wrote [condition] getdammage helicoptor >.01 [on activation] leader exec "script.sqs" and it still won't work. Â He'll only tell them to eject when the heli is destroyed.
  16. I think I can figure out how to do a cutscene, but how can I change my character ingame? Or can I at all? If not, how do I connect two levels so that when I finish one level it goes automatically to another? Also how do you make a guy shoot a flare? Nothing works! I even tried the example in the comref file which was soldierOne fire "HandGrenade" and he didn't throw a gernade.
  17. <COPPERHEAD) =>

    Cutscene/changing characters

    Those campaign tutorials are worthless. One of them says different things at the same time and I don't know what to do, and they generally just don't have any real information that I can glean from.
  18. <COPPERHEAD) =>

    Cutscene/changing characters

    What does "character sensible" mean?
  19. <COPPERHEAD) =>

    Cutscene/changing characters

    guy fire ["m203muzzle", "flare"] doesn't work. I've tried that and lots of other combinations. I can get the guy to throw a smoke gernade though.
  20. <COPPERHEAD) =>

    Smoke shells and flares

    To make black op drop and detonate satchel charge: blackop fire ["put", "pipebomb"]; blackop action ["touchoff"] If you make a blackop go next to an enemy tank that is active he will automatically drop satchel charges, I found out. Here's a little tutorial for your second question: lets say you want a soldier to go to a waypoint and shoot a flare, and when the soldier gets there you want a blackop to detonate a satchel charge. In the waypoint, you write in the "conditions" box true you write in the "on activation" box *code for shooting flare*; flare=true Then in a trigger you write in the "conditions" box flare Then write in the "on activation" box blackop action ["touchoff"] Of course for this to work, the blackop will have already had to lay a satchel charge. Also, the blackop isn't detonating the bomb because of the flare. The soldier will shoot the flare, but the blackop is detonating the bomb because the soldier reached the waypoint. To make it more realistic, you can put the countdown on the trigger to ten seconds or something, so the flare will be burning in the air when the blackop detonates the bomb. As for shooting flares, that's what I'm trying to figure out too. Â Sl@sh's answer didn't seem to work.
  21. <COPPERHEAD) =>

    How do you make a guy detonate a satchel charge?

    Nothing seems to work. I even gave him a hand grenade and wrote soldier fire ["throw", "handgrenade"] and he did nothing.
  22. <COPPERHEAD) =>

    How do you make a guy detonate a satchel charge?

    OK, that worked. Â Thanks. In case you can't tell, I am a beginner. Another question: Â How can I make a soldier shoot a flare into the air? Â I took away his gernades and gave him a few flares, but I can't get him to shoot them. I'm planning on making a level in which I am a helicoptor pilot, and there are some soldiers who are out of ammo except for flares and they are surrounded by enemies. Black ops lay some satchels at some shilkas, I radio them to detonate the satchels (that's as far as I've gotten so far), then I take off in my helicoptor and search for the lost soldiers. They hear my helicoptor and shoot a flare, and I land and pick them up. Maybe once I learn how I'll make it seperate levels, where I play a black ops in one level, and then play the helicoptor pilot in another. Maybe I'll add something else too, who knows.
  23. <COPPERHEAD) =>

    How do you make a guy detonate a satchel charge?

    I say: blackop1 select weapon "pipebomb"; blackop1 dofire shilka2 (blackop is next to shilka when I give this command.) Another problem I just encountered is that I can't get the black op to lay a satchel anywhere but next to a tank. I'm trying to get a black op to lay a satchel next to a truck, but he either does nothing or he shoots at the truck.
  24. <COPPERHEAD) =>

    How do you make a guy detonate a satchel charge?

    It worked! Â I thought I tried it! Â I guess I just tried EVERYTHING else. Â I think I did try black_op action ["touch_off"], (with an underscore), and I guess that's why it didn't work. Thanks a bunch *edit* Oh yeah, anyone know how to make the black op drop just one satchel? He keeps dropping all three.
×