Jump to content

AgamemnonTR

Member
  • Content Count

    37
  • Joined

  • Last visited

    Never
  • Medals

Community Reputation

0 Neutral

About AgamemnonTR

  • Rank
    Private First Class
  1. AgamemnonTR

    Cd-key please help!

    I got a copy of Resistance from my brother but the cd-key he gave me is wrong so I can't install the game Can anyone please give me a cd-key?
  2. AgamemnonTR

    Random crashsite, how?

    this should help: create an object or a game logic and give it a name like "center" and place it anywhere on the map. the get it's x,y coordinates with the "getpos" command. the create a random number that would represent the radius of the area you want it to crash "x_random = random(200) - random(200)". That should produce 2 random numbers and their subtraction another random number to ensure that it won't always be a positive number (sometimes + and some -). now add the random number to your original coordinate, and you have your crash x coord "x1=x+x_random". repeat for y coord and then use this "my_helicopter setpos (x1,y1)". use the "setdammage" command, and you have a nice lil helicopter crashing anywhere up to 200 meters from the "center" object. simple, yes?
  3. well, we could all start posting every lil crap we know abot scripts, but that's doubtfull to happen + it probably won't be what you really wanna know insted, try theEditing Center and go in the scripting section. you'll find most of the answers there
  4. AgamemnonTR

    Detect the number of kills

    it can be done but it needs work. here's what you do: set all enemy units (soldiers or whatever) into named groups. Use the "count" command for each group and add the results to get the total number of the enemy units on the map. Then use another script that activates each time you fire your weapon ("countammo" I think does that). In that script use the "count" command again and compare it with the original number that represent the total of enemy units .If the new number is smaller tell the script to add 1 to another variable that represents your kills and then print it on the script. ?(original_number < new_number) : personal_kills_variable=personal_kills_variable + 1 remember to equalize the values afterwards, because you'll always be adding 1 to your kill variable (original_number == new_number). try it out and let me know if it works, or if you need clarification Â
  5. well, the save function within the original game missions, is activated by a trigger or a wp that uses the "savegame" command. This means that you must download the original unencrypted missions and manualy find and delete the command that's all I can think of...
  6. AgamemnonTR

    Editing

    this should help: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeallweapons this; this addweapon "weapon name"; this addmagazine "magazine name"<span id='postcolor'> put this in the unit's initialization field and add more for extra magazines. you can also use it in the activation field of a trigger, but put the unit's name instead of "this" go here, do some snooping and find a list with the weapon and magazine names
  7. all you need to do is add a trigger (west, detected by east) and then go in effects and add the sound "alarm" not sure how you deactivate it thow. I only know it stops on it's own after a while...
  8. AgamemnonTR

    Position calculations

    well, as I understand it, your problem is that the "distance" command calculates z, instead of only x and y. you could try comparing your player's x&y with the coordinates of the chopper, but it would be a bitch telling it when to check for positive and when for negative numbers, depending on your azimuth... here's what I'ld do: place a game logic on the map, name it, and then make it follow the position of the helicopter. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">logic setpos [getpos heli1 select 0, getpos heli1 select 1, getpos player select 2]<span id='postcolor'> that should give the game logic the same x and y as the helicopter, and the z from your player. now all you need to do is use the distance command again, but with the game logic, instead of the chopper
  9. you have to make a script for that here's what you need </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_target= this select 0 _target_pos= getpos _target _explosion="grenade" camcreate _targer_pos exit<span id='postcolor'> then put this in a trigger activation field </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[target_you_want_to_hit_name] exec "name_of_script.sqs"<span id='postcolor'> that should create a grenade exactly over the target you want msg me if you need more details...
  10. well if what you want is just the effect of a grenadier firing, you could use the camcreate to create a grenade near or at the target you want. if you can tell me more about what you want to do, I think I can help you
  11. AgamemnonTR

    Ai driving

    well, there's always the disableAI command, but I'm not all that sure it's gonna be all that helpfull. if you wanna try it, this is the syntax </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit_name disableAI "move"<span id='postcolor'>
  12. AgamemnonTR

    Help with scripting

    well, I was kinda stuck on that my self. it's easy to check if he's running low on ammo, but you can't simply ask him to pick up magazines... you could always use the "ammo" command and if he's running low, make him go to the boxes, and then you give him the ammo. something like this: create a trigger and use this for condition: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">my_soldier ammo "M16" ==0<span id='postcolor'> this means that he's out of ammo. now, in the activation field put this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">my_soldier domove getpos ammo_box<span id='postcolor'> ammo_box is the name you'll give to the ammo crate you want him to go and reload then use another trigger with a 2x2 radius, group it to the player using F2, and select "any member","present". then place it exactly over the ammo crate. this will activate everytime your soldier moves over the ammo. put this in the activation field: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">my_soldier addmagazine "M16";my_soldier addmagazine "M16"; my_soldier domove getpos his_place <span id='postcolor'> this will give him 2 M16 mags (add the command again for more) and move him back to the positon his_place is. "his_place" can be a marker, an object, or a game logic but you'll have to define it. make both triggers repeatedly, and it should work good
  13. AgamemnonTR

    Unspottable units

    all I can think of, is give every unit "actuall" time. still, that will make 'em show in the map at all times
  14. AgamemnonTR

    Is this possible?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Can you make a "spy" unit? As in an "east" unit that looks like a "west" unit, but "west" units dont recognize it to be "east". (I know there are "east" and "west" spies in the editor, but they only look the part. they dont play it) <span id='postcolor'> I suppose you could make an east unit and group it under a resistance unit that would lead. then kill the resistance guy, and you'll have an east soldier that's actualy in the resistance group. Make sure you have the resistance friendly to all. Once you start firing at the west, the will fire back so there shouldn't be any problems with firefights Â
  15. I'm trying to work something out and I wanna know if anyone has come accross a command or a "trick" to make the player invisible on the map... I don't wanna hide the map, just make the player to NOT show on it, like he doesn't in the veteran mode. any ideas?
×