GothicOne
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Everything posted by GothicOne
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I'm unclear on the proper syntax for using the actions. Â Pasted examples from the downloaded command ref. manual. STR_ACTION_TAKEWEAPON.............. Take %s STR_ACTION_DROPTAKEWEAPON....... Take %s (drop %s) STR_ACTION_TAKEMAGAZINE............Take %s STR_ACTION_DROPTAKEMAGAZINE.....Take %s (drop %s) STR_ACTION_TURNIN.......................Turn in STR_ACTION_TURNOUT....................Turn out "STR" I haven't seen that in any syntax posted in the forum. And the underscores never seen those either. Â How are they used?
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Hi Aculaud So what is the "Take %s" all about. How does the takeweapon work... unit action ["TAKEWEAPON","RPGLauncher"] That certainly doesn't work.
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Dilemmas rather Shouldn't waypoints have names? Â I wish to, by if-then type trigger, break a unit's regular waypoint route if something occurs and go to an entirely different waypoint or a waypoint number of another unit. Â Or follow a unitname's waypoints starting with number say #5 etc. Â Sort of a hunter tracker scenario if you will. The logical way would be something like unitname goto unitname waypointX. Â X being one of that unit's waypoint numbers. Â But no such command Also I am having a pilot land a dammaged helo and movein a new one. Â When a trigger is hit he will movein helo. Â Before the trigger though his waypoint continuity is broken. Â He won't go to any waypoints on foot once he exits the helo but will get in helo2 after trigger. Â Argh. Â Why doesn't he continue to the next waypoint on foot once out of the helo? I take it it's not possible to insert a waypoint after the fact in the middle of a series of waypoints? This editor could be a lot easier. Â Anyone ever use Delta Force's editor, that thing was great. Â As a side question, will BIS create a more sophisticated GUI type editor for future releases? Thanks
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Aahaha, I never bothered to look at the ReadMe.chm file the entire time I've had the game. Â I didn't know BIS made an editor tutorial. Â Doh! Â Thanks for the heads up. Â As for the pilot and two helo's. Â Landing the damaged helo1 Type: unload waypoint #4 OnActivation: UnassignVehicle helo1; squad LeaveVehicle helo1 I use unassign because player is assigned as gunner(uh60-mg). Pilot gets out but won't go to next waypoint #5 on foot. Â #5 waypoint is just a default Move with a custom condition. Â I can remove the condition too and he still won't move. However sometimes he either stays standing next to the chopper or wanders off in the direction of waypoint #6,7,8,9. Â Maybe inhaled too much exhaust fumes.
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Is it possible to activate a trigger by a UnitName instead of just by East and West?
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Oh I see, I didn't realize It could do that similiar to Sync.
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You lost me there "group the unit to the trigger"?
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I'm "player as gunner" in Mk II patrol boat. Â Driver is leader by default but being the driver is boring. Â How does one change the leader after disembark? Â It seems I should be able to be leader whether I'm driver or gunner.
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I got it working but man these tutorials and manuals regarding syntax are confusing as hell. Â Ok the supposed syntax for Join. [unitname] join GroupName AND the syntax for setgroupid Player setgroupid ["Charlie"," .....etc etc The latter suggests that GroupName, for the purposes of Join, is Charlie but it's not, it's Player. The term "GroupName" is terrible wording because it's not the group name at all. Â Yet all the manuals and tuts says this. Â Its not the GroupName it's actually the Name: of the unit which has the setgroupid command in it's Init field. Â I was using this syntax because obviously the group's name is Charlie... [unit] join Charlie; I couldn't figure out what the problem was. Â After an hour of trying this that and the other thing I put Player, for the hell of it, in place of Charlie and to my shock and horror it worked. Â How frustrating these manuals are. Â How a units Name: would be considered the Groups Name is beyond me! Â The syntax in the manuals should use this... [unitname] join GroupLeaderName That would make more sense and not frustrate us simple minded folk . Cheers
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Thats an interesting workaround, I'll give it a shot.
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My two cents to I)eaI)Eye1809 who started the thread. Head shots are Hollywood nonsence unless you're very close to the target. Us military folk are taught to shoot at the body's center mass, meaning the chest and for good reason. This way you have the highest probablity of success. If you are off in elevation a bit up or down you will then either hopefully disembowel your target or get a head shot. If you are perfectly accurate then you will get the chest. But if you regularly aim at the head and you are off in elevation meaning your target was a little further then you will obviously miss because there is no more body parts above the head as a back up point of impact. This is the same principle for any rifle not just a sniper rifle. Hope that made sense.
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Hey, Empty, movein, and rank worked perfectly except now that I am the gunner and the Leader I can't get the boat and it's cargo, my squad, to go to any waypoints. Â The "All Go to 24 16" will not take. Â What about FormLeader I saw it in the list but no syntax was available, is this an actual command? Â Perhaps changing rank after disembark? Â Hehe I could always dammage 1 the leader and take command after disembark. Â
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Different things happen that end the mission before it is complete. It screws up when I fly over to the repair truck and attempt to land. The scene goes haywire and either says "You got lost" and kicks me out of the mission or it switches to an in flight scene where I'm dive crashing into the ground then it kicks me out of the mission. What kind of bug is this?
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I was able to finish the mission by rebooting and clicking retry. It put me in a crazy retry position though; the chopper was at a right angle to the ground and it bounced once off the ground with the main rotor slicing into the dirt but it didn't crash and I still was able to put it into the air.
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Yeah the cut scene of me about to land and the repair truck pulling up is where I would get the radio transmisson of the squad needing picked up. Exactly at that moment is when it would screw up. It did it three times in a row from starting at the begining. Thinking I was running out of time I shot the 3 soldiers on the tarmack then grabbed the jeep drove like a bat outa hell to the air base shot everybody grabbed the fuel truck fueled up and took off to the suggested repair truck.
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Can it now? Ahh. I got it from the maker ages ago during iB3 beta testing.
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Hi, I have the developer's kit for Ikonboard v3 buttons in fully layered .psd format. Do you want them? I noticed that a few buttons here are not customized but are from the original ikonboard skin. ie "Track this topic" "Email this Topic" "Print this topic".
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Can it now? Ahh. I got it from the maker ages ago during iB3 beta testing.
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Hi, I have the developer's kit for Ikonboard v3 buttons in fully layered .psd format. Do you want them? I noticed that a few buttons here are not customized but are from the original ikonboard skin. ie "Track this topic" "Email this Topic" "Print this topic".
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I'm liking it so far but can't finish it because of a bug. "Grounded" mission. Different things happen that end the mission before it is complete. It screws up when I fly over to the repair truck and attempt to land. The scene goes haywire and either says "You got lost" and kicks me out of the mission or it switches to an in flight scene where I'm dive crashing into the ground then it kicks me out of the mission.