Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Acid

Member
  • Content Count

    119
  • Joined

  • Last visited

    Never
  • Medals

Everything posted by Acid

  1. in one of my missions ive added a trainign camp, like base that is attacked during a cutscene of the mission. i have made several lines of infantry all doing pushups in perfect sequence, but the problem im having is that at times the units keep standing up. i added a pair of triggers to correct this problem, but the best i can get it working is that when the units stand up, they immediately get back on the floor ad continue their pushups. the idea is for them not to get up at all until a particular trigger is fired, which will make them all stand to combat. does anyone have any ideas how i can stop them from standing up on their own?
  2. Acid

    What the hell!?

    i dunno why but i tried to replay the search and destro mission of the campaign, but after the mission loads i just get booted straight back to the desktop. i tried extracting the mission using DePBO, then decryptecthe mission.sqm and opened it in the editor, and it opened fine in the editor, but when i click the preview button i get booted back to the desktop again. im not gettin any error messages or anythin so what the hell is going on?
  3. I've been positng the same dam question for over two months now, I've emailed the bistudios support email address several times, and not one person has so much as bothered to reply. Whether this is because no one knows the solution, or is just too lazy to bother helping anyone, I dont know. But if no one knows you could at least have the decency to at least say that no body knows instead of leaving me to keep posting the same question over and over. I've been in several communities over the last few years, and I gotta say that this one offers the least amount of help out of the lot. I've not been hostile to ANYONE here, and I've always helped out people who have asked questions or directed them to somewhere where they might find an answer. Not one single person has done so much as to say that they either dont know, or that they know somewhere that might have an answer. What the hell am I supposed to think when no one bothers making a single reply in any one of eight threads about the same question, in several forums, over a period of 2 months? Sorry to those people who have helped me with a few of my problems in the past, particularly Intruder, and DVChris Death (is that right?), but im a bit pissed at the fact that no one has had the decency to at least say that they dont think any body knows and have just completely ignored me so that im left with this same problem that is preventing me from releasing anything. you can find the latest thread of this problem at this link: http://www.flashpoint1985.com/cgi-bin....;t=9140 Though from the way it seems around here I'll be very surprised if anyone bothers to read the thread, let alone reply to it.
  4. Yeah that was the problem i was referring to. tyhe thing is though ive checked the whole script countless times and cant find anything wrong. hell i even tried using the script used in the defend montignac mission of the Red Hammer campaign but still had the same problem. do you know how to fix this? oh yeah two more things. first of all is the Spetz Natz paradrop team working right when you went through the mission? most of the time it works ok for me but at some points the parachuts get caught together so the unit dies. also any thoughts on the mission? could use some feedback as it is like the firts mission ive made with a few minor updates.
  5. (In reply to Shadows finl part of last post) The download link is posted above. Explaining the problem will take ages. Play the mission and get yourself killed and you'll see what I mean. You can't miss the problem with the "You are dead" screen. What I want to have done? Simply have it working right.
  6. Well politely posting the question in eight threads across several forums for over two months wasn't getting me anywhere so I had nothing to lose really. Rather than email the mission around I've uploaded it to my site (the site is working now). All scripts etc are included and the mission is ready to be played in the single player missions. I haven't exported the mission as a PBO file though, so that it can be checked in the editor and the scripts looked at etc without having to use DePBO. Here's the download link: http://acid.federationstudios.net/mission.zip
  7. well ive used this cutscene in two missions. in that thread which i posted the link to i mentioned what was added to each trigger that was used in the mission to make the script run correctly, and ive posted the script itself several times. one of my missions is only using one or two triggers to activate the script as that one is designed so that you can enter a vehicle, all of them are locked so that you have to fight as a foot soldier, that missions is totally complete and ready for release when this dam bug is fixed so i'll post that one, theres no attachments thing here though so i'll try and upload it to my site and post a downlaod link to the file, might e a bit dodgy though coz my site is going up and down all the time.
  8. A few people might remember me releasing a small mission called Resistance a little while ago. It was my first mission so wern't all that good. well ive been working on it sme more, fixed...well everything that was wrong with it to start with, made use of a bunch of scripts, several cutscenes (including a really cool one for when you get killed), and also paradrops of enemy Spetz Natz and a sniper when you take out the enemy armoured units. Ive got everything in the mission working perfectly, and IMO the mission is definitely 100% better. The only thing is though that there is a strange bug happening with the your are dead screen when your killed. i added a cutscene to play for when you get killed, and the cutscene works fine, but then it kinda screws up the you are dead screen, it almost seems as though you have cntrol again over a dead unit, all the current waypoints and everything are still shown on the map, if yo ded in a vehicle you can still see all of the vehicles HUD display, and the camera just wont move. you can still use the cancel and retry options and everything, the game hasn't crashed, it just looks a little weird, so this is holding back the release of my mission does anyone know what might be wrong? if anyone thinks it might be to do with the script for the cutscene when you die then let me know and i'll post the script. please rely if you think you know, ive posted about this a few times but never got a reply.
  9. What I want to know is, is that his hand there? or is it a really short person slapping his face?
  10. Acid

    Radio

    the reason its not working is because when you use [west, HQ] the code tells the game to send the radio message from the main western base, where you have headquarters you can also use Base instead of HQ. this doesn't work for Alpha One, as you are trying to use a units name or something similar, what you instead need to do is use the line: name sidechat "message." name is where you insert the name of the unit that is to send the message, for example aP message is where you enter the message to be sent, in yur case it would be the: "Sir, I'm at the edge of the forest send the chopper to pick me up."
  11. <span style='font-size:67pt;line-height:100%'><span style='color:"BLUE"'>HELP!!!</span></span>
  12. Acid

    Pushups

    Nope doesn't work. The untis do their pushups for longer, but still keep standing up and then getting back down again to do their pushups. Also FXStandsur makes a unit stand with their hands behind their head for when they've been captured. FXStanddip makes a unit do pushups.
  13. does that mean no one knows then? somebody must know what the problem is. to be more precise with whats been added, ive tried using the EXACT same script that was used in the defend montignac mission in the Red Hammer campaign, so this should rule out the possbility of it being a problem with the script. to make the cutscene work correctly ive had to make use of four triggers. one to identify the player is in a vehicle. one to identify for when the players is out of a vehicle, one to play the cutscene correctly when the player dies in a vehicle, and one to play the cutscene correcvtly when the player dies out of a vehicle, the following is the specs of each trigger: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">#Player in vehicle: Condition: (vehicle aP in thislist) and (alive aP) On Activation: intank=1 #Player out of vehicle: Condition: not (vehicle aP in thislist) and (alive aP) On Activation: intank=0 #Killed in vehicle: Condition: not (alive aP) and intank==1 On Activation: [vehicle aP,10]exec "death.sqs" #Killed out of vehicle: Condition: not (alive aP) and intank==0 On Activation: [aP,3]exec "death.sqs"<span id='postcolor'> Can anyone sot something that might be causing this problem? or is it possible that i might need some extra triggers/variables to prevent this "bug" from happening. ive emailed [email protected] a few times about this but they've never answered so i dunno what i need to do to fix this problem
  14. Acid

    Oxygen

    I've heard loads of different rumours floating around that Marek has decided not to release Oxygen, then i heard someone saying they are going to release it, then again somene saying its not coming out, and finally hearing someone say it is coming out, but only a few people will be allowed t have it. i just wanna know one thing for certain: Is Oxygen coming out or not?
  15. Acid

    Pushups

    to make units do pushups, type this line in their init field: this switchmove "FXStanddip" or this playmove "FXStanddip" usi8ng switchmove will make the units already be doing their pushups whennthe mission starts. using playmove makes them start off standing up, then they get down on the floor to do pushups.
  16. Acid

    Azimut problem

    from what you are tryong to do im assuming the units that are facing the wrong direction are base guards. i know of two ways to stop this from happening. one fo which is to tell the units to face a ceratins direction and look directly at a particular object, sofor example you could add an invisible H onto your map, name the object as anything you like and in the soldiers init field type: this dowatch # the # sign is where you enter the name of the invisible h object. a better way to do this would be to use one of, or both of these lines in the soldiers init field: this playmove "StandStill" that will make the unit stand completely still in whatever stance they are set to, for example combat, safe, attention etc. the other thing you could do is set the soldiers behaviour to careless, as this should stop them from looking around, use this line to set their behaviour to careless: this setbehaviour "careless"
  17. in my mission ive added a script that plays a slow motion cutsceen when the player is killed either in or out of a vehicle, like in the Red Hammer mission where you must defend montignac. the script is working fine and the cutscene works with no problems. the only thing that is going wrong is that after the cutscene has ended, and the game goes to the you are dead screen, the you are dead screen doesn't work as it normally does. like it doesn't zoom out of the player and show who killed you etc. it instead stays focused on you as if you were still playing normally, it even shows the ingame crosshair and the HUD display if you were inside a vehicle. by the looks of it the game is considering you as still alive, even though yu are dead. i really need to know how to fix this problem, if anyone knows whats wrong please tell me. heres the script: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;[target,distance] _radius = _this select 1 _target = _this select 0 ;titleCut ["","BLACK IN",1] _tx = getpos _target select 0 _ty = getpos _target select 1 _tz = getpos _target select 2 ;titleCut ["","BLACK IN",0.01] 0 fademusic 0.0 setacctime 0.0 ;_pi = 3.141592654 ;full circle = 2*_pi ;x = r*sin(_theta) ;y = r*cos(_theta) ;total rotation _Degrees = 360 _DegreesToMove = 10 _WaitTime = 0 _MoveTime = 0.1 _theta = 0 _x = 0.0 _y = 0.0 _x = _radius _z = 1.7 _camera = "camera" camCreate [_tx + 1,_ty,_tz] _camera cameraEffect ["internal","back"] _camera camSetTarget _target _camera camSetRelPos[_x,_y,_z] _camera camSetFOV 1.00 _camera camCommit 0 @camCommitted _camera setacctime 0.1 #start _x = _radius*sin(_theta) _y = _radius*cos(_theta) _camera camSetRelPos[_x,_y,_z] _camera camSetFOV 1.00 _camera camCommit _MoveTime @camCommitted _camera _theta = _theta + _DegreesToMove ?_theta<_Degrees:goto "start" player cameraEffect ["terminate","back"] camDestroy _camera setacctime 1.0 exit<span id='postcolor'>
  18. ive added waypoints to point out the objective for the player in my mission. for exmnaple the first objective to defend an area, the waypoint is set in the centre of the area with a description called from the stringtable.csv, reading defend. ive also used the init.sqs to hide a retreat objective if your unit is wiped out. the problem is that the only waypoints that seem to work "correctly" for this is the move waypoint, things like hold and seek and destroy dont work properly. when the defend objective is failed, and the retreat one is active, the waypoint stays on for defend, and doesn't shoq the retreat waypoint. it does work with the move waypoint, but as soon as you reach the defend waypoint, the waypoint goes off and shows the retreat waypoint even though i have added a variable that needs to be set to true inthe condition field of the waypoint. its difficult to explain everything thats ging wrong, and plus it means i'd be typing all night, but anyway the best i could get it is to: add a move waypoint on the player unit with no conditions. set the defend waypoint and add the condition: defend in the condition field. set the retreat waypoint with the variable: unitdead in the condition field. then created the trigger for when the squad is killed, and in the on activation i've entered: defend=1 unitdead=1 endflaga=1 (used in mission ending) when this si doen the defend waypoint shows up immediately at the start of the mission (even thouhg it shouldn't activate until the players squad is killed), and when the squad is killed, the waypoint goes off and the retreat waypoint activates. this is basically working ok, but theres two problems with it. firstly once you reach the defend waypoint the text on it changes from defend to "Wait for others", is there a way to stop that from happening? also, you MUST reach the defend waypoint otherwise the retreat waypoint wont activate, and the defend waypoint wont switch off ecven when the squad is killed, (the area is already occupied by enemies, and is hard to fight your way in). ive tried everything i can think of, ive even looked at the official mission in the eidtor and reproduced what was done there, but i still get the same problem. ive also tried synchronisation with other waypoints and also woth triggers, but nothing seems to work. whaty the hell is wrong with it?
  19. Acid

    Dam waypoints

    ok i now have a question anbout that method you posted before. i have made another mission that has several waypoints before the retreat waypoint. one where youneed o retake a captuired outpost, a second to assualt an area, the third waypoint is the retreat waypoint. i need to know if that method you posted will allow the retreat waypoint to activate at any point during the mission when your squad is wiped out. i have synchronised all the waypoints with the necessary triggers, and syncronised the retreat waypoint with the trigger for when the unit is killed, will this work properly or will i need to change it to something else?
  20. i tried posting in ME before about this, butfigured it was more of a game bug. and i still need help with this as its holding back the release of any and all the missions ive made that use this feature.
  21. Acid

    Suggestions

    One thing i'd like to see included in the next patch is that you can always see the text of waypoints when previewing a mission in the editor. theres only been the odd rare occasion when the waypoint description has displayed whn previewing a mission ive been working on, but other wise if you want to test your waypoints it means you have to exit the editor, alt+tab out of the game, move the mission into the mission directory, and then go back to the game, and test it in the single missions, and then go back to the editor to make any changes. another thing i think should be changed is damage to the castle ruins. ever since i installed the 1.46 patch the castle ruins, especially the tower has been far too easy to destroy, i threw a hand grenade at one point to kill a few enemies, and the grenade detonated on the floor, about 2 maybe 3 metres away from the side of the tower, anbd this demolished the whole thing, whats realistic about that? plus also the tower looks crap when destoryed, if anything i think it the tower, and all parts of the ruins should be immune to damage like the camp fires.
  22. in my mission ive added a script that plays a slow motion cutsceen when the player is killed either in or out of a vehicle, like in the Red Hammer mission where you must defend montignac. the script is working fine and the cutscene works with no problems. the only thing that is going wrong is that after the cutscene has ended, and the game goes to the you are dead screen, the you are dead screen doesn't work as it normally does. like it doesn't zoom out of the player and show who killed you etc. it instead stays focused on you as if you were still playing normally, it even shows the ingame crosshair and the HUD display if you were inside a vehicle. by the looks of it the game is considering you as still alive, even though yu are dead. i really need to know how to fix this problem, if anyone knows whats wrong please tell me. heres the script: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;[target,distance] _radius = _this select 1 _target = _this select 0 ;titleCut ["","BLACK IN",1] _tx = getpos _target select 0 _ty = getpos _target select 1 _tz = getpos _target select 2 ;titleCut ["","BLACK IN",0.01] 0 fademusic 0.0 setacctime 0.0 ;_pi = 3.141592654 ;full circle = 2*_pi ;x = r*sin(_theta) ;y = r*cos(_theta) ;total rotation _Degrees = 360 _DegreesToMove = 10 _WaitTime = 0 _MoveTime = 0.1 _theta = 0 _x = 0.0 _y = 0.0 _x = _radius _z = 1.7 _camera = "camera" camCreate [_tx + 1,_ty,_tz] _camera cameraEffect ["internal","back"] _camera camSetTarget _target _camera camSetRelPos[_x,_y,_z] _camera camSetFOV 1.00 _camera camCommit 0 @camCommitted _camera setacctime 0.1 #start _x = _radius*sin(_theta) _y = _radius*cos(_theta) _camera camSetRelPos[_x,_y,_z] _camera camSetFOV 1.00 _camera camCommit _MoveTime @camCommitted _camera _theta = _theta + _DegreesToMove ?_theta<_Degrees:goto "start" player cameraEffect ["terminate","back"] camDestroy _camera setacctime 1.0 exit<span id='postcolor'>
  23. <span style='font-family:"verdana"'><span style='font-size:72pt;line-height:100%'><span style='color:"red"'>HELP!!!</span></span></span>
  24. Acid

    Cutscene causing game bug?

    <span style='font-family:"verdana"'><span style='font-size:72pt;line-height:100%'><span style='color:"red"'>HELP!!!</span></span></span>
  25. Acid

    What pistol...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([76]Chavez @ Mar. 15 2002,23:08)</td></tr><tr><td id="QUOTE">Listen up,boys... I fired most common handguns already and I say stick to the Glock17 or the HK USP .45! Those are the best! The Deagle is craaaaaaap! ;-)<span id='postcolor'> Crap? Are you insane or just brain dead? The Desert Eagle AE .50 cal is the most powerful handgun in existence, though its mag only carriers 8 rounds, thats more than enough to kill anything that moves. The Glock17 is by all means a decent weapon, though due to the material its made from it is widely used by criminals as it didn't show up on aiport detectors, which foced new security systems to be constructed to detect the weapons. i'll take the Desert Eagle anyday. btw another good one to include would have been a SOCOM (Special Operations Command Pistol) .45, widley used by the special forces, so couls come in handy as a backup weapon.
×