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JungleBudz

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Everything posted by JungleBudz

  1. What is the best way to make a certain unit (or two units in my specific case) to activate a trigger whenever it enters the trigger. For instance, I want a trigger to activate when two specific helo's enter the trigger area. Thanks.
  2. JungleBudz

    Plane..

    I need a AI unit to get in plane and take off. Is this possible? He gets in alright, starts the engine, but drives like he has no clue what the hell is going on. And, since the airfield is on an island, he eventually ends up in the water. Any suggestions?
  3. JungleBudz

    Plane..

    Yeah, it's that damn sandbar. Well hell.. I gave up last night about 2:00am on it and made a helo base instead. Why in the hell would they put a runway at a spot and not have it ACT like a runway. arrghh..
  4. JungleBudz

    Boats..

    Yeah, that is what I did.. but, I think the problem was the shoreline and waypoints not being met correctly. I would do a text message when the getin waypoint had occured and they would get in but no text, then the boat would not go to it's next waypoint even tho its load was synced with the groups getin. Strange. I did get it to work tho. I might not be how you are suppose to do it, but I made the groups First waypoint a GetOut on the shore and synced it and the groups GetIn Waypoint with the boats Transport Unload Waypoint. For some reason this worked fine. Thanks.
  5. JungleBudz

    Boats..

    Ok, I "moveincargo" all the EAST players into an EAST boat, I have a waypoint to the shore with a unload cargo. Another waypoint right on that one called Load. From the East Officer I have a move waypoint out on the shore and then ending with a getin waypoint sync'd with boats Load. The boat has another move waypoint going away from the shore. For some reason, the group disembarks ok, walks around, jumps in the boat, but the boat never moves. So, basically what I want is to unload a group of soldiers from a boat, have them walk around alittle, get back in the boat, and the boat drive off. Now, what am I doing wrong. It seems like the boat never gets to it's load waypoint or something else it would sync with the soldiers getin waypoint and go to the next waypoint. Right?? Please Help.
  6. Is it possible to do this? Add options to the select box (whatever you call it, the box that allows changing of magazines, getting in a driver in a vehicle, etc.) If you can add options, could you change units from West to East (or vice versa) by scripting? Uniforms and all.. keeping same ammo. I figure the answer is no, but figured I would ask anyways. lol
  7. Ok, I was a trigger to go off when a... (certain unit is in a helo) AND (the chopper has left the ground) The problem isn't in the first boolean, I use a simple unit In Vehicle... the problem is in the second part. I can't find a command that would return a boolean. Here is what I found that works.. but I don't know if it's the solution I should be doing. Basically, I have some barrels beside the chopper. In the condition field of the trigger I use... (unit In vehicle) && (vehicle distance unit > 15) This seems to work good determining if the chopper has left with a certain unit in it. Right way, wrong way?
  8. JungleBudz

    Fuel Depot

    How do you get a FUEL Military FuelStation unit to respond to fueling up when you get near it with a vehicle? Is this the wrong unit to use, or what? Thanks.
  9. JungleBudz

    Get In Waypoint

    Well, I think the problem with him taking so long to get in was partly my fault. The chopper is surrounded by sandbags except for about a 30foot section facing the road. I had the jeep pull up to the road about 30 feet away from that section. But, the AI was getting confused on how the hell to get to the chopper and running around it (and finally got the idea to just go through it.) I put another waypoint from the last way point up to the sandbag opening and he seems alittle smarter and its working more fluently. Thanks guys for the help. It's good to be able to go somewhere and find solutions to editing missions for such a great game. CSS_JungleBudz MULTICFS
  10. I need to have a soldier drive up in a jeep, get out, (ignore the enemies and action around them), jump in an empty chopper (as cargo), and wait for the 'players' to get in the chopper and leave. Now, I can put a get out waypoint beside chopper, another waypoint on the chopper as 'get in', but of course he gets in the chopper as the driver and takes off. Also, I don't like him running around the chopper looking for something to kill before finally deciding to get in either. Any suggestions? Thanks.
  11. JungleBudz

    Fuel Depot

    Yeah, I realize that.. but it wouldn't for me. BUT.. for some reason it started doing it last night. Now, one thing that was different between the times I tried - first time, I was west getting into a T72 at the east fuel station. That is when it wasn't showing up. As East, It worked. I am going to test it again, but you would think that if you are in it, it shouldn't matter if you are east or west, correct?
  12. JungleBudz

    Get In Waypoint

    I have used the "careless", and yes, he is careless - but, when he finds out he is getting shot at he goes into "combat" mode automically. Can you prevent this? The Never Fire works pretty well, he still crouches, crawls around some, but finally makes it to the chopper. The chopper is sitting there, what would I need the sync for? I just want him to get outa the car and get in the back of the chopper and wait for someone to fly is anus outa there. It works good with what Intruder suggested, but it still takes awhile for him figure out he HAS to get into the chopper. lol Thanks.
  13. JungleBudz

    Y R U LOT SO LAZY?

    No Problem, well.. writing tuts is out for me.. I still classify myself as a beginner and just submitted my first mission to Flashpoint Arena called 'Alpha Butler'. Curious to see good and bad remarks on it. So, anyways, I was only offering the abilities that alot do not have. For instance - I also do all my ASP three teared with VB components running under com services with rollbacks etc. Basically, I don't think anyone here can out perform by web-based code, but then again... maybe. lol. 8 years of C and VB as well as doing ASP from it's conception, pretty well solidifies my professionism in those areas. So, if you ever get stuck with something, just let me know and I will be glad to give you some direction.
  14. JungleBudz

    Y R U LOT SO LAZY?

    I could help out if someone needs my skills. I own a corporate application development company and have been doing web projects using ASP, Javascript, etc.. accessing back end databases such as Access and SQL for YEARS. If I could be of any service, I would help out as much as possible to anyone. Oh, I also know Swedish Birkoff, not that that helps at all. lol. I use to live in Kiruna Sweden for 1 year, and then Umea for 1.5 years. I did alot of learning then, but.. it has been about 10 years. lol
  15. Yeah, I think there should be a variety of alot of different types of missions, but at the same point, I choose which missions I play, not anyone else. And, that should be the same for everyone else. Don't you think? Personally, the more things available for this game, the more complex, realistic missions could be made. I have a wish list in this game, and basically the number 1 thing is the ability to make your Own Geographical Island, etc. Just my thoughts.
  16. Besides, if I was to guess (since I didn't have the privilage of knowing), I would say that the reason they made the game was to make 'money'. And, the more expansion capabilities a game has available to it via 3rd party providers, the longer the 'I want that game' continues. As far as ruining the atmosphere goes, you are in control of that, not people that make addons. Install from the box and leave the atmosphere how you like it.l
  17. Maybe their reason for why they made it, isn't why we bought it. Besides, who privilaged you knowing 'why' they made the game?
  18. JungleBudz

    Radioing a Chopper

    Yep, that worked.. Thanks a ton!!!!
  19. Ok, last question for this mission. I have set up three three CH-47D's and I need them to come pick up guys when they radio call Delta. Now, here is what I have done. I have put two waypoints for the CH-47D, with the first waypoint acting when pickup=true. When someone uses the radio, pickup is set to true. Now, here is the problem.. the choppers go in the air and wait at the first waypoint untill of course pickup=true. What I would like is for them actually to stay on the ground (not started), untill pickup=true. This is because of fuel problems. What is the best way to do this? Thanks.
  20. JungleBudz

    Radioing a Chopper

    ahh viotal, I will try that. Thanks.
  21. JungleBudz

    Radioing a Chopper

    yes, but I don't want the chopper to start up and head for his waypoint before delta is called. I have everything else done and I can call delta using the radio, the chopper lands, picks up the group and game ends. The problem is.. is that the chopper hoovers waiting for the delta call in order to go to its second waypoint which picks up the group. Do you see what I am saying. The chopper should just sit their UNTIL the delta radio is called. Thanks.
  22. JungleBudz

    On Going Value Checking

    Ahh.. see, you helped out ALOT actually. Out of all the scripting things I have read, not one fully conveyed that a trigger could be used like that. That opens up more possibilities in mission building and shortens alot of work. Thanks.
  23. How would you make a mission end when a certain unit dies anytime through the campaign? Here is my thought before testing. Make one huge trigger that covers the entire map, have it activate repeatedly and check if the unit is dead, if so, force the ending. It would be alot easier if their was a deactivation entry like the init entry for units. This could be ran whenever a units dammage = 1. I know there are missions that do something like this. I have seen them end when most of your squad dies, etc. Can you help?
  24. JungleBudz

    Boats on Entry

    I got it to work after about 4 hours, I believe I was making it too difficult. But, it works great. So, for those that are 'New', like me.. here are the steps to start your mission as cargo in a boat, being dropped off at a location, and then the boat continues on after dropping you off. This is how I did it anyway. MP Scenario: Playable characters will enter the game as cargo in a boat, the boat will pull up to the shore, 'disembark' will be called, and after everyone has gotten out of the boat, the boat will pull away from the shore and exit the area. 1. Place a boat in the water, non-playable, named 'InsertBoat" 2. Create a waypoint to the shore as "Transport Unload" 3. Create another waypoint far off from the shore as "Move" 4. Create your team you want as cargo anywhere on the map, out on the water by the boat is fine. 5. In each of the teams init field, put "this MoveInCargo InsertBoat". This places all your team in the boat. 6. Make a "MOVE" waypoint, from the group leader of your team, right beside the "Transport Unload" waypoint you made for you boat. 7 Finally - Syncronize both of these waypoint. Thanks
  25. Ok, I have tried several things; starting groups out using MoveInCargo and AssignAsCargo, etc. But can't get the units into a boat which will disembark on the shore. The group has 4 units, the player and 3 playable units. When I use the AssignAsCargo, they don't even appear in them, when I use MoveInCargo, they appear in them, but when the boat reaches the shore and the waypoint 'Get Out' is reached. 3 soldiers will just APPEAR on the shore, noone will get out, etc. What I am needing is say Alpha group to enter the game in a boat, go to the shore, and the leader (when AI controlled in MP) says for All to Disembark, and they do. I have read through all the manuals, tried everything I can think of, etc. Please Help.
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