Enigma65
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Everything posted by Enigma65
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Hi, I'm recently got this game and have been having a great time learning its capabilities. Just got my briefings to work, learning triggers etc. I've got an intro I'm making in the editor but I cannot figure out for the life of me how to get the intro to end and go immediately to the part where you (as the player) then start the actual mission. I'm looking at all the tutorials I've downloaded but either I'm missing something or I just cannot find the answer. Can anyone tell me how to set up an end of an intro in the Mission editor? Thanks.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The M2A2 Bradley APC does not have a movable gandola for the commander. The  Bradley Commander has 3 periscopes to look out of 1 forward, one 45 degrees to the right and 1 90 degrees to the right. Unfortunately the only one you can actually look out of well is the forward scope using the V key. The M2A2 is realistic and proper, unfortunately a game limitation prevents the proper use of the other periscopes.<span id='postcolor'> It is too bad the programmers couldn't have been able to give us the capability to control turret motion as the commander of the vehicle.  Or, give us the option of looking through the three viewports in order to have a 180 degree view.  This is a cool vehicle and would be fun to command in the game.  Alas, makes being the commander of this vehicle worthless.
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I've been experimenting with the bradley apc in the mission editor. I've noticed something when in the "commander" position and looking outside in the weapon view mode. One cannot rotate the turret by moving the mouse like you would and can do in all the other tanks and apcs. I can rotate the turret when looking through weapon view mode as the gunner. Has anyone else had this happen to them? Is this a bug? Thanks.
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Aculaud, In your mission Terror Tactics, how did you set up the text conversations between the player character and the AI personages? Is it a combination of triggers or did you have to write a special script for that? Â I'm trying to do the same for a mission I'm creating.
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Scripting text conversations
Enigma65 replied to Enigma65's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">hope this wasn't toooo confusing<span id='postcolor'> DV Chris Death, I had to call my local EMT's because I thought my head was exploding after reading your suggestion. Â Someday, I hope to get to the level you are but for now, I think I'll stick to the very basics. Â I am learning fast. Â This is a powerful game but it takes me time to figure all the nuances of the editor. Â Makes it fun though. Â You really can be very creative with the mission editor. So far, I've created a pretty good "test conversation" with the script advice from those posting previous to you. Â It is working well. Â Thanks to you all. I'll look into the "game logic" issue a bit later. Â Do you have anything I could read on the subject? Â Are there tutorials dealing with game logic? Thanks again. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">As far as i know the commander commands, not turns the turret, the turret is turned only by the gunner. This makes sense in multilpayer or the gunner might be traversing left, and the commander going right and then what would happen...<span id='postcolor'> Right, but when you are the commander, how can you see any targets or designate them to the gunner when you (as the commander) cannot rotate the turrent through the weapon view mode? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Oh sorry, i guess i didnt read real close lol.So you mean turn the turret while being the commander?<span id='postcolor'> Yep. Â If you try it out. Â You cannot rotate the turret as the commander. Â I think this is a bug. Â Anyone else notice this and concur?
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Scripting text conversations
Enigma65 replied to Enigma65's topic in OFP : MISSION EDITING & SCRIPTING
Excellent. I was thinking in terms of something like what you both describe. This puts it in better perspective for me. I will try this tonight as I continue building the mission. Thank you for the help. -
Scripting text conversations
Enigma65 replied to Enigma65's topic in OFP : MISSION EDITING & SCRIPTING
I will but first wanted to see if anyone else had any suggestions. Â Also figured Aculaud would have seen this post and responded. Perhaps the answer to my question is a national security issue. -
Scripting text conversations
Enigma65 replied to Enigma65's topic in OFP : MISSION EDITING & SCRIPTING
59 views of this question and not one reply. Â Does this mean I am missing something so simple that the question is idiotic? Â Or is what I am trying to do just so complicated, nobody has the answer? Just looking for a pointer here, not a dissertation. Cheers, Enigma65 -
I'm fooling around with a new mission I'm working on. I have a car at a hold point. I want it to move on to the next movepoint after a "trigger" has been tripped. Can anyone tell me how this is done? Thanks.
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You are right. It worked. Thanks for the help.
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Okay, what I had in mind did not work. What I want to do is this: I as the "player" am moving to a point on the map. I want to meet a civillian there. I have the civillian in a vehicle several Km away sitting at a "holdpoint." I want the civilian driver to drive his vehicle to where I am meeting him. I do not want the civilian driver to get there before I do. I want a trigger to activate when I reach the designated spot on the map and I want it to tell the civilian driver unit to move on (from the holdpoint) to the next movepoint and on to where I am waiting for him. I've got the waypoints set up and a trigger synchronized but I am missing something here.
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Okay, wait a minute, I think I get it. Let me try it and get back to you. This may work.
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Right, but what is the "command" string which goes into the "on activation" field?
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Also, and please someone correct me if I'm wrong but in the options section of the game, you can set or "check" a button called super AI. I've not done it yet but I'm assuming this makes the AI react even faster to situations in the game. Â Anyone know about this, please do inform. Cheers.
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Great mission Aculaud! Â You have the look and touch of an artist. I have only gotten through the mission once successfully. Â The other times I've been killed though my own foolishness or that of my spotter. I'm basically now trying to figure out how to control the spotter better because I find at times he goes off on wild goose chases and gets himself into trouble. Â I try bailing him out and get shot. Â The last time I tried assisting him, I was skipping along a field and lo and behold, an enemy sniper took me out. Â Some black ops I am. Â Give us more. P.S. I'm just learning to do missions myself and your mission has given me some great ideas to try on my own creations.
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You are probably right and I did think that was a possibility. I will experiment with them and see what answers come up. Thanks.
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It worked. Thank you very much. One other question if I may ask. Those other "end" commands in the triggers. What do you use them for? Do you need a different "end" command for each and every trigger?
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I got my CD in the mail today as well. Playing playing a bit and learning the game. Worth the wait. Thanks Codemasters.
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Hi Jeremy, Yes, the same thing just happened to me, several times over. This is starting to get rediculous! Somebody over there needs to get their head out of their ass on this!
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I got this in my email yesterday: Â I'm posting for everyone's benefit. Cheers. ----------------------------------------------------------- Dear Customer, RE: Operation Flashpoint Gold Edition flaw The master disk for the North American version of Operation Flashpoint Gold Edition contained a flaw that was transferred to all copies that prevents the game from loading. This problem does not affect the Gold Upgrade or any other version of Operation Flashpoint in any territory. When Codemasters discovered the problem they immediately withdrew the product from sale throughout North America. A new, correct, master has been created and perfect product will go on sale across North America next week. For those that have already bought the flawed disk, Codemasters has implemented the following replacement system. On March 8th or 9th, we will have a new web site posted to the Internet at http:\\www.ofp-goldedition.com. Simply go there and fill out the form. The site will do an immediate security check of your code and send you a confirmation via email. At our end, it will create a mailing label we can attached to a package for immediate delivery. If, for any reason, you cannot access the web site or do not want to provide your name and address to our web site, you can use the following "manual" system. Please note, this may delay replacement somewhat, as it requires a fair amount of special handling. Email goldedition@codemastersusa.com with: 1) Your Name. 2) Mailing Address. 3) CD Key from the back page of your manual. 4) The hub code from the back side of your CD. We will make a quick security check and immediately send out a replacement disk via standard mail. We are not set up to offer any other delivery option. Thanks for your understanding and patience. Codemasters USA Support. -----------------------------------------------------------
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Well, I just bought the game this afternoon and got the same problems. I'm only glad that I found out it is not me. For a few minutes there I thought I was going to have to take the darn thing back but now I'll be patient and see what codemasters is going to do. Looking forward to playing the game...maybe.