

GAMEER_77
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Everything posted by GAMEER_77
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Modifying existing .pbo missions
GAMEER_77 replied to Demagor's topic in OFP : MISSION EDITING & SCRIPTING
*shivers* Please don't use that; grab the pbo decrypter from ofp.info . its MUCH easier to use! 8) PEACE -
O-kay!
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When your saving the script, make sure you save it as "all files" instead of .txt 8) PEACE
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Ai attacks an empty unit
GAMEER_77 replied to -=RA=- DarkMan -Pvt-'s topic in OFP : MISSION EDITING & SCRIPTING
What lord Zach means when he said "open it up in notepad" was to open the mission.sqm file with notepad or wordpad or something then search for the name of the scud. there should be two "East"'s there just change the 1st one. 8) PEACE -
Damn it! I thought i was the only one with this idea! *deletes "original" from the mission readme.txt* 8) PEACE
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How to make ai walk on roof?
GAMEER_77 replied to PRiME's topic in OFP : MISSION EDITING & SCRIPTING
If you put a waypoint for a man directly on top of a building then (in some) it lets you select different positions in the building. Take the Res startup screeen thingy, when the guy walks up the stairs, that was done using this techinque! Try it! 8) PEACE -
that wouldnt work my man: wp1 not w1==1 in the condition field! (i think so anyway?) 8) PEACE
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Cutscene in middle of mission
GAMEER_77 replied to gore's topic in OFP : MISSION EDITING & SCRIPTING
yes! You'd need to tell us how you want the cutscene to be initated. (eg. when a unit is dead) 8) PEACE -
Newbie help with mission editing
GAMEER_77 replied to Hawk4669's topic in OFP : MISSION EDITING & SCRIPTING
No problem My fellow OFP-ian. I take it works now,yes? Anyways: 8) PEACE -
Newbie help with mission editing
GAMEER_77 replied to Hawk4669's topic in OFP : MISSION EDITING & SCRIPTING
Two ways: (i recommend the 2nd one) 1 .if the group has no waypoint before they are to board the chopper, then put a waypoint ontop of the leader, then in the condition type: waitforit then put this into the end of getout or the script to make the the soldiers leave the chooper waitforit=true so if you had it in the getout onactivation field it MIGHT read something like this: aigrp setbehaviour "combat";waitforit=true of course you may not have the first part but its just an example. if the group has waypoints before they enter the chooper put the same code (waitforit) into the condition field off the waypoint BEFORE they enter the chooper. (or ebven better put a waypoint on top 0f the chopper then put it in there! 2. If that doesnt work/is to confusing then put this into the activation field of the groups LAST waypoint before they enter the chooper or at the start of your script/code: aigrp lockwp true then at the end of the script or getout onactivation put: aigrp lockwp false Hope this helps With your problem p.s Welcome to da forums! 8) PEACE -
Music in game (im desperate)
GAMEER_77 replied to DC10_Griff's topic in OFP : MISSION EDITING & SCRIPTING
It might just be the case that the music file won't work! I tried using "assualt" from edgen.com and i was stuck for ages trying to figure out the problem. 8) PEACE -
I've always been wndering, just what the watch does. It doesnt appear to have moving hands or anything, so does it do anything? Gameer xxx
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Copying and pasting objects in the editor!
GAMEER_77 replied to Wadi's topic in OFP : MISSION EDITING & SCRIPTING
Oh My God! -
Cooool...thanks, ill try that! ooh i can't wait, never had a watch before!
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Lol, so does it have hands? Do they move? I cant see them, whats wrong with me? On second thoughts dont answer that. I get enough cheeky responses from OFPEC thank you very much!
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What about that little town by the seaside, beside the sea!
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Question about the camera within the trigger
GAMEER_77 replied to Chronicles's topic in OFP : MISSION EDITING & SCRIPTING
I don't think it is possible to choose how long editor-driven camera's work. the only way that the camera won't return to the player is in the intro and outro's. if it's in an intro or outro then the camera will just stay in the last position you told it to do. but there will probably be someone who proves me wrong so... -
If any BIS people are reading this thread please inform us if the unit action ["magazine"] does in fact work and if not any possible way we can make it work. Thanks
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Why does unit action ["MAGAZINE","AALAUNCHER"] not work. i've tried every damn combination possible: unit action ["RELOAD","AALAUNCHER"] unit action ["RELOAD"] unit action ["MAGAZINE"] Anyone have any ideas
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I' just gonna leave this thread open for the now and i'll come back later. maybe one of the makers wi'll no what to do
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Not really as i have already got the ammo crates and moving to the crate sorted. Sorry
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Well maybe it just can't be done. I can't remember it being in any of the official missions maybe it's a bug!!!
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It's irratating isn't it i'm doing what it says in the unofficial commands reference
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LOL I'm making a script were my leader runs to an ammo crate picks up an AA launcher and runs to defend. When he has fired his rocket he runs back to the crate and picks up another rocket. i want him to reload here because he only has a few seconds until the script loops back to checking his ammo. I use this to check : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #checkammo ?(pa3 ammo "AALauncher" == 0):goto "rearm" ~2 goto "checkammo"<span id='postcolor'>