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Balatouf

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Everything posted by Balatouf

  1. I will experiment a bit more with your solutions. thanks for the help
  2. Hello I have a problem in a small thing i am working on for a mission (single player only, as i know that multiplayer has its own laws). there is a UH60 named chopper , the player is the pilot. i want the player to land on some specific points of the map. To do so i have an H object on the exact point. I create then a square trigger a bit bigger than the H (as i allow the player a bit out of the H). The trigger is grouped with the UH60 to be triggered only by it. And i have it set to "repeatedly" At the line "On activation" i have [chopper] exec "testa.sqs" in a testa.sqs file i have : #testinga ? (getpos chopper select 2) < 1 : goto "succesa" ~1 exit #succesa GREAT1=true exit I have another trigger activated when GREAT1=true that is displaying a message and launch a small camera thing. On the map i have created some other H in the map , with some similar scripts (with different names) that has the same purpose. When i test this i land on the H and all is running perfect , trigger triggered message activated etc... But what in my script or trigger can be so bad that it does not work everytime as sometime i land on the H and nothing is triggered ? I already tried to change the minimum height to more than 1 but again sometime that will work , sometime not at all. so i launch a S.O.S. , hoping that someone can see where is the problem.
  3. GREAT1 is defined as false by my init.sqs file so it is always false at the beginning of the mission. Only when the player land on the good spot, it should turn to true. And further in the game, after the testa.sqs script set GREAT1=true (it is the script that set GREAT1 to true, not a trigger) , i need GREAT1 to stay true until the end of the mission. As long as GREAT1=false, you cannot accomplish another objective, it is my solution in fact to force the player to land in the H first instead of going to the second objective directly. If something is wrong in my way to do this, it should never work.So the fact it is working half of the time is really difficult to understand for me.
  4. Balatouf

    Ubisoft to Buy Codemasters...........

    When i think about some of the games i was really waiting for , with some kind of excitations , ubi soft properly destroyed them in all the possible ways, in the gameplay, in the stability, even in the support. All i can hope is that ubisoft will not put their dirty hands on OFP2 in any way.
  5. Balatouf

    EECP - Enhanced ECP

    Just thank you , I had no idea of what was ECP, and even less about what was E:ECP. But after the trouble of the multiple addons download (first time a mod folder went over 300mo) , my single player OFP gaming experience is more immersive than ever. So much that i feel no frustration at all by the OFP2 new delay. E:ECP looks and play so greatly that it adds a new depth in my gaming pleasure, waiting for 2006 while playing OFP with E:ECP will be a breeze now. Tons of "Thank you" to every one involved in E:ECP and in any of the addons used by this awesome replacement. Just a question : is there an "easy" way to remove the new intro movies (despite its quality and ECP demonstration purpose) that load in desert island when you start OFP ? If i can turn down a bit of the whole extra time OFP take to start with all those addons in the mod folder , i would be happy .
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