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Flingotravels

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About Flingotravels

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  1. Flingotravels

    Invisible Pistol

    For some reason (probably some addon), pistols are now invisible. All I see is my hands. Does anyone have any insight into this problem?
  2. I'm trying to create a civilian driver that drives through a crowd of undead with reckless abandon, yet even set at careless he is quite careful to avoid hitting anybody. Is there anyway this can be fixed?
  3. I'm creating a zombie-based mission, and I would like to create the effect of an omnipresence of undead around the map. How can I spawn a group using a trigger?
  4. Flingotravels

    Starship troopers mod

    Does anyone who owns the starship troopers mod know how to make the bugs attack? The person who wrote the readme didn't seem able to coherently explain how to create the trigger and I am out of ideas. Any help is appreciated!
  5. Flingotravels

    Addon guns into crates

    Find the item names of all the weapons and magazines in your addon (ie: aps_pistol, aps_mag). Usually each addon comes with a readme which has this information. To put these things in a crate, name the crate and then use these commands in the initiation field- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crate addMagazineCargo [magazineName, count] To add weapons, it's just <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crate addweaponCargo [weaponName, count] For infantry, use this- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit addMagazine magazineName and this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit addWeapon weaponName
  6. Flingotravels

    Another irritating problem

    Huh, I thought all placement radius tools did the same thing. Does anyone know how I would make patrols random within a certain area?
  7. I want enemy patrols to be dynamic, so I give them 3 waypoints, all with a placement radius of 200. I set the last one to "cycle" and previewed the mission. However, the squad goes to the exact center of the waypoint every single time they make a round. I mean, how hard should this really be? There is no reason this shouldn't be working. I appreciate any help that can be given.
  8. Flingotravels

    What am I doing wrong??

    This was successful. Thank you for tolerating my being a nub.
  9. I want to put group respawn into an mp mission. I made a description.ext containing this- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn=4 respawndelay=30 onLoadMission="Survive- version 2" However, when I try to access the mission in the editor, I get this: What am I doing wrong?
  10. Flingotravels

    Most likely a simple question

    Hmm.. I put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{(NOT alive _x) OR vehicle _x == boatname} count [a,b,c,d] == 4 in the activation field of the trigger. I changed the name of the boat to "boatname" for simplicity's sake. I set the trigger's activation to "west". In "effects" I created a simple ending- text and end #1. Here's what it looks like- When the soldiers enter the trigger, nothing happens (as expected.) However, when they all get in the boat, nothing happens either. What am I doing wrong?
  11. I have four units- a,b,c and d. I want a trigger to activate when all of them enter "boat", however it is unlikely all of them will survive to enter the boat. Also, when everyone is in the boat, I'd like it to drive away. How would I accomplish this? Thanks in advance for all your help!
  12. Flingotravels

    No Prone during Combat

    This worked perfectly, thank you!
  13. Flingotravels

    No Prone during Combat

    This seems like a simple question. Does anyone have a solution?
  14. Flingotravels

    No Prone during Combat

    That didn't seem to work. Whenever they hear gunshots they go prone, instead of killing zombies. Perhaps something in a game logic?
  15. Flingotravels

    Ammo

    Perhaps I need to be more concise. I want a unit to get out of a turret once the turret has expended it's ammo. How would I do this?
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