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Everything posted by KingN
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East and West not fighting?
KingN replied to WKK Gimbal's topic in OFP : MISSION EDITING & SCRIPTING
to speed up the scripting remeber that copy and paste works with cntrl C and cntrl V the same way like in windows -
East and West not fighting?
KingN replied to WKK Gimbal's topic in OFP : MISSION EDITING & SCRIPTING
This might take some time for you but it would work at least like this: choose an enemy unit and use this script in its init: 'unitname' setcaptive true then do this to all the rest of the enemies now your team wont shoot these enemies when you want your team to shoot, make a trigger where the condition is what ever you like and to the on action line write: 'unitname' setcaptive (not true); 'unit2name' setcaptive (not true); and so on note of course that the unitnames are the same enemies... now it should work! -
awww crap I misswrote it... it was only "OBJ_" and not "OBJ_1" :biggrin: now it works...
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I have made a mission. When you have killed all russians in a city, a mission objective is completed. I have done it this way: I have put a trigger upon the target city in wich I have a condition - east-not present, and on action - "1" objstatus "done".... And i have briefings of course. My problem is: I play the mission and i have killed all enemies in the city. Now I here the sound wich comes always when the objective is complete, but when I go to the briefing menu I don't see the green tick next to this objective still only the black dot... What have I done wrong or does it normally come up this way?
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How can I set a trigger activated when a specific unit is present in a specific area?
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Hey, I haven't seen this before, thank very much!
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How do I control where the flare goes?
KingN replied to Stryder's topic in OFP : MISSION EDITING & SCRIPTING
Are you sure that the flare-guy in this mission doesn't fire the flare toward you so it looks like the flare is going straight up? -
Could someone tell me what are the codes for all weapons for scripting? And with what script can you add NVgoggles, grenades and binoculars for a soldier?
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No...When you've done the intro(s) then just save the game exporting it in the single missions. the game will save the missions and intros in one pack in the single missions. When you start the mission it will play the intros too. No merging or scripting needed. ps. Thanks for answering MY question (Edited by King Nothing at 10:51 pm on Nov. 19, 2001)
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You will have to make a trigger wich is activated when the mission should be ended (I hope you can make this). In this trigger you choose "Type" ---> "end#1". (Edited by King Nothing at 10:35 pm on Nov. 19, 2001)
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Make a chopper start on the ground, and wait for passengers?
KingN replied to einstein's topic in OFP : MISSION EDITING & SCRIPTING
And for further information you can use the script: 'HelicopterName' LAND 'Mode' In the 'mode' you can write: "LAND" (complete stop), "GET IN" (hovering very low, for another unit to get in), "GET OUT" (hovering low,for another unit to get out) (Edited by King Nothing at 9:53 pm on Nov. 19, 2001) -
btw You'll have to use those triggers if you want to chance the camera views in the mission but scripts will not be needed...
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First choose the advanced mode in the editor in the right top corner of the screen. Then select "intro" in the slot wich says "mission" in the right side. Now you can begin to make your intros in you mission. To get started make some units and the a trigger on the units. In the condition slot write "true" so the trigger will now be activated at the beginning of the mission. Then select effects in the trigger and there are the camera settings. Try those different types of cameramodes and stuff and the try the intro. Intros will be automatically added to the mission when you export the mission to the single missions. I hope this helped you.
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And if you want that the certain officer is the objective and the mission ends when he's dead do the following: 1.double-click on the officer 2.write on the name-slot "officer" 3.make a trigger 4.double-click on it and write on the condition-slot: not (alive officer) 5.then select in the same trigger from the type-slot "win #1" now in the game when you kill the officer the game should end and you win...
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Ok, I've found a way to move the current waypoint from the original place to another for example with markers with these scripts: 1.UnitName lockWP true  ---  now the waypoint is  uncompleteable and marking the area 2.[unitName, 1] setWPPos getMarkerPos "MarkerName" ---  now the waypoint chances its place to another showing the next objective when the objective is completed. Therefore there should be a condition in this trigger. 3.Now you can unlock this waypoint if necessary if it's not a same kind marking waypoint by: UnitName lockWP not true But now I want to know how could I rename or modify this waypoint, at least rename it. Or have you guys found another way? This is the only command wich I have found and I'm sure there's a better way...
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How can I make a current waypoint skipped to another thou it's not visited? I need this in my mission where the waypoint is only marking a wide area where you have to find something. Then when the object is found the marking waypoint should now be skipped to the next objective thou the waypoint [MOVE] has not been visited. How do I do this? Can somebody help me?
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Me neither...
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Ok, thank you guys, that would do it... :cool:
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I want to know if the unit can be made to loop its waypoints so it could for example patrol a specified area on and on. Can anybody know how to do this? please help!