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lonesoldier

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Posts posted by lonesoldier


  1. I did what you said, and i get this error when me or Pa kills someone:

    '|#|};': Error Invalid Number In Expression

    It says that at the top of the screen...

    Any idea on what it is?

    Anyway ill be going to sleep in 30 mins so i wont be able to reply until the morning ok. Cheers. biggrin.gif


  2. Heres about the resit. bit:

    Trigger radius for Radio: 0

    Activation: Radio Alpha

    Name: Call in resistance (or whatever you want it to be)

    Condition: this

    Activation: just leave it

    Then give the Resist. dudes one waypoint RIGHT in front of thier feet, then the next waypoint wherever you want it to be.

    Sync the trigger with the waypoint at thier feet. Then when radio alpha is called they should move to the next waypoint.


  3. "In the initialization trigger, we save the actual rating of aP

    in a variable: aPrating=rating aP

    Let's say the rating is 0 actually, then aPrating is 0 aswell now.

    The trigger condition for aP's kill detection trigger is:

    rating aP > aPrating"

    So i dont actually put any numbers? I have that EXACT text you put there? i dont put rating aP > 100 or anything? I just put exactly what you put?

    Also do i put all this in the one trigger? or does aP need another trigger?

    If i use one trigger will it be like this:

    Radiuses: 0

    Activation: none/ repeatedly

    Condition: rating aP > aPrating

    Activation: aPrating=rating aP; [aP] exec "voice1.sqs"

    So that the only trigger ill need for aP's kill detection?

    I just want to get it right so i dont have to keep posting when i get an error.

    I also made a script for aP and a script for Pa.

    Ill go test now on what i put above....

    Ok just tested, and the sounds wont play.

    What exactly will be put in aP's trigger? Radiuses, activations and so on...


  4. Ok, i put this in the black guys trigger:

    Cond: rating Pa > 100

    Activation: Parating=100; [Pa] exec "voices1.sqs"

    Now his name is Pa, coz its opposite of aP, which is my guys name. I also had to make a script for teh black guys voices, coz it kept coming up with errors when my guy was sharing the script with the black guy. Anyway when the black guy kills someone he says his radio message, but then when he kills another person he doesnt say any more messages. I changed the values in the Rating bit, to like 1000 and stuff and he still only says 1 voice. Same with ym guy, my guys trigger is exactly the same except i changed the Pa to aP, and the script in the exec to "Voices.sqs".

    The black guys script is voices1.sqs.

    Im guessing the problem is with the rating, how can i make it so they can say there voices atleast 60 times?


  5. Shit i just tried figuring out what you explained and im lost. What would the EXACT scripts be? Can you please post the 2 scripts exact writing please? And the script names are soundplay.sqs and soundplay1.sqs

    Dont have ICQ. For the black guy, where do i exec his script? And also, if i exec both scripts from the one trigger will it decided which voices to use?


  6. ok.

    Say theres a trigger, and in its activation field it has player globalradio "jsdhasfdjk".

    Well, how can i make it that whatever unit sets it off will be the one that says the radio message?

    Also, in that Random Sound Script in the other thread, how can i make so that the radio sound comes from the guy who set the script off?

    I have 2 teams. And each has 4 custom sounds. I have two different voices for the same 4 bits of sound. One voice, the white mans voice is my guys voic, and the black mans voice is the other teams voice.

    Now say i had 10 enemy soldiers, and my team and the other team were there. And i shot a soldier and it set off that script, then the black guy shot a soldier and it set off the Black guys voice. So how would i make the game know who killed which soldier, so that it can activate the black guys voice when he kills someone and the white guys voice when i kill someone?


  7. Thanks mate.But, i know this sounds wierd, when i put transport unload the chopper actually doesnt even unload its cargo. It just hovers. I was thinking maybe because its grouped with a Cobra, and the cobra is the team leader. I had to group them because then they fly in formation and look like they are being escorted. How do i disengage the two Hueys from the cobra when they get near the drop zone?


  8. Ok here my prob:

    I have 4 radio sounds. I need a script that will cycle through those sounds each time it is activated.

    For example i activate it first time and it plays sound 4, then i activate it again and it plays sound 1, then i activate it again and it plays sound 3, then activate again and plays sound 2. I want it to cycle randomly one sound per activation. How would i get it to do this.

    And i need it to be able to be activated infinite amount of times, as it will probably be activated more than 30 times.

    Thanks in advance.

    Also heres a script someone made for me for it:

    #start

    _sound = Random (4)

    ?(_sound == 0) : goto"play1"

    ?(_sound == 1) : goto"play2"

    ?(_sound == 2) : goto"play3"

    ?(_sound == 3) : goto"play4"

    #play1

    ; can be any radio command

    aP SideRadio "gotem"

    goto"end"

    #play2

    aP SideRadio "heshistory"

    goto"end"

    #play3

    aP SideRadio "killconfirmed"

    goto"end"

    #play4

    aP SideRadio "goodbye"

    goto"end"

    #end

    goto"start"

    exit

    That one only plays the first sound.

    heres another one:

    #start

    ? (say == 0) : goto "one"

    ? (say > 0) : goto "two"

    ? (say > 1) : goto "three"

    ? (say > 2) : goto "four"

    ~0.1

    goto "start"

    #one

    say = say +1

    player sideradio "gotem"

    goto "exit"

    #two

    say = say +2

    player sideradio "killconfirmed"

    goto "exit"

    #three

    say = say +3

    player sideradio "goodbye"

    goto "exit"

    #four

    player sideradio "heshistory"

    goto "lastexit"

    #exit

    exit

    #lastexit

    say = 0

    exit

    Thats the scond one. And it plays the first sound, then the second sound and keeps playing the second sound each time its activated.

    Also another question. How do i get the game to detect each time someone on EAST side is killed? And every time one is killed it activates that script.

    Heres how someone made it for me, but it only works on the odd occasion:

    Trigger 1:

    Condition: this

    Activation: countunits = thislist

    Second Trigger:

    condition: ("not alive _x" count Countunits) > 0

    Activation: [] exec "voices.sqs"

    Voices.sqs is that script.

    Thanks in advance. i need a reply ASAP as this is as far as i can go in the mission at this point in time, until my prob is fixed.


  9. god i hate WP's. Heres my prob:

    At the start of the mission you stand near another marine and he talks to you whilst you wqit for your teams. When the teams arrive, team 1 has a join waypoint to the players join and lead wapoint. And team2 has the same type of waypoints to the dude you were talking to. Anyway you finally jump in a chopper, and the other group gets in a nother chopper. When you get to the drop zone there is an Unload WP for both choppers.

    When the choppers get to the waypoints they drop off me and that other guy, but not the other soldiers that joined us. They just drop me and the other dude off and then fly away. So i put a Transport Unload WP and they dont drop anyone at all off. They just hover in the one spot.

    Can someone tell me how to make the chopper drop EVERYONE off please.

    Thanks in advance dudes.


  10. FUCK OFP!!! When i go to load TWMN i get an error and exits to the desktop. Error says this:

    Cannot load 'Users\MachineheaD\Saved\missions\Res-Working-Mini.Noe\Continue.fps'. Error 'No entry' at '/GameState/Variables/Item50/data.value.Item0'.

    GRRRRRRRRRRRRRRRR...

    How the hell can i fix it?


  11. Sorry Denoir mate.

    Thanks very much Bosun mate. I have one more question:

    There are two Huey Choppers, each with some marines(frandsens) in them and 1 AH-1 Cobra to protect them. How would i make them keep this formation:

    Huey1 Huey2

    Cobra1

    See, i want the cobra to sit behind them to escort them (or would it escort from the front?). So how would i keep the cobra in the middle but sitting behind the choppers?

    Thanks in advance


  12. Ok. I have a VERY VERY annoying problem with some waypoints:

    Your waiting at a base for the rest of your squad to arrive, then you hop in the back of a chopper and get dropped off at the drop zone thing. Whilst you wait for your team the choppers pilots are talking and stuff, and when your team arrives the alarm goes off and the pilots jump in choppers, and you jump in the back. BUUUUUT. When the alarm goes off they jump in the choppers then fly off and i cant get in the back. Si i synchronised the pilots get in way point with my get in waypoint and when the alarm goes off they dont move, they just stand there. So i jump in the back and they still stand there.

    So i tried making the chopper have a Load waypoint RIGHT NEXT to their get in one and synchronise my get in WP with the Load WP. So i previewed and the pilots jump in the chopper then fly up pretty high then fly off and land somewhere else waiting for me to get in.

    What the hell do i do? I want the pilots to get in the chopper, then wait for me to get in, THEN take off.

    Please help, i need feedback ASAP. Thanks in advance.

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