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GAMEER_77

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Everything posted by GAMEER_77

  1. *shivers* Please don't use that; grab the pbo decrypter from ofp.info . its MUCH easier to use! 8) PEACE
  2. GAMEER_77

    Radio commands

    When your saving the script, make sure you save it as "all files" instead of .txt 8) PEACE
  3. GAMEER_77

    Ai attacks an empty unit

    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
  4. GAMEER_77

    Campaign idea

    Damn it! I thought i was the only one with this idea! *deletes "original" from the mission readme.txt* 8) PEACE
  5. 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
  6. GAMEER_77

    Radio commands

    that wouldnt work my man: wp1 not w1==1 in the condition field! (i think so anyway?) 8) PEACE
  7. yes! You'd need to tell us how you want the cutscene to be initated. (eg. when a unit is dead) 8) PEACE
  8. No problem My fellow OFP-ian. I take it works now,yes? Anyways: 8) PEACE
  9. 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
  10. GAMEER_77

    Music in game (im desperate)

    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
  11. GAMEER_77

    The watch...

    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
  12. GAMEER_77

    The watch...

    Cooool...thanks, ill try that! ooh i can't wait, never had a watch before!
  13. GAMEER_77

    The watch...

    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!
  14. GAMEER_77

    So whats your favorite part of nogova?

    What about that little town by the seaside, beside the sea!
  15. 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...
  16. GAMEER_77

    Reloading!

    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
  17. GAMEER_77

    Reloading!

    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
  18. GAMEER_77

    Reloading!

    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
  19. GAMEER_77

    Reloading!

    Not really as i have already got the ammo crates and moving to the crate sorted. Sorry
  20. GAMEER_77

    Reloading!

    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!!!
  21. GAMEER_77

    Reloading!

    It's irratating isn't it i'm doing what it says in the unofficial commands reference
  22. GAMEER_77

    Reloading!

    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'>
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