lonesoldier
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Posts posted by lonesoldier
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"BIS, we need PUT HANDBREAK UP/DOWN added to the action menu. "
Hahahahaha fuck that one made ma laugh. hahahaha.
You can make a handbrake action. Have a trigger that detects when your in the car and then has an          aP addaction ["HandBrakeUp","handbrakeup.sqs"]
Then in the script, slightly damage the UAZ so that the tires are punctured and it cant move. Then in the second action have aP Â addaction ["HandBrakeDown","handbrakedown.sqs"]
And in the second script have it so it fixes the UAZ!
Hahaha i just though of that then!
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Well every time i try to look at the official comref my computer freezes. EVERY SINGLE TIME.
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Thanks Guys!!!
I'll try out both and see what happens. Thanks!
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Wow!!! this mission is fun. One good bit was this:
I took the UAZ at that intersection and was driving down the road real slow looking for enemies, and then i heard the Hind above so i floored it and explosions where everywhere around me!!! i was so lucky, and i kept driving and the hind kept shooting so i saw a huge rock and pull off the road and parked behind it 'till the chopper fucked off. Jumped back in and thrashed it up the raod and saw a camp fire so i pulled off the road and into the bush. Jumped out and popped the guys at the camp fire. Went to go back to the car, and i lost the car! I walked around for about 5 mins and found it, rolled down the hill!!! Jumped back in. thrashed it down the road and crashed into a tree branch overlooking the road. Then i got out and got killed later on.
Good mission!
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Well. Could you explain what each command will do, plus what triggers to put it in.
What i want to do is this: If you save the hostage in the barn within a certain time limit (you save him by killing his captor) then you get a special gun. Sort of like the time cheats in goldeneye.
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Ok. How can i have a trigger that is only active for a certain amount of time. I need to know this as i have an easter egg, and if you do not kill a certain guard in a limited amount of time, then the easter egg cannot be found. So how do i give the trigger a timer, and after, say 55 seconds it cant be activated.
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""Spec Ops" soldiers are not restricted to their certain weapons, and have alot more leeway in what weapons they take with them, and usually won't be asked about them."
Wrong. They have a "Kit". They are kitted out with what gear suits the style of operation. They cant say..... "hmmm. nah im taking this AK47". For example the Scout Kit consists of this:
Uniform: HRT or Camo Light, with Level I Body Armour.
Primary Weapon: MP5SD, Silenced Assual MG
Secondary Weapon: Pistol (9mm or .40) w/optional silencer
Other Equipment: Frag Grenade (optional, to dissuade pursuit if discovered)
There are other Kits too. So NO they do not choose just any weapon in the world that they want. They are kitted with the best equipment for the job.
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Ok. I need to know, how can i manually change the triggers radius in-game? Like on a radio command "Increase Trigger Radius". want to do this by radio command, so that the mission can have different difficulties. Like for easy, i press 0-0-1 to make the detection trigger smaller, so that its a smaller area i can be detected in. Please help.
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.....All i can say is........ this game is so fucking real!!!
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So when will we expect to see this baby?
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Yeah, well this satellite isnt an intro, you can call it up via radio whenever you want. Cheers anyway man.
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Ok. my freind needs to know two things:
He has made a hand held TV thing, that you can call up onto the screen via radio, and its a mini TV showing a satellite image. Its so you can see your surroundings and stuff in a birds eye view. Here what he needs to know:
1. How does he make it so that night vision automatically comes on when he calls the satellite up? And when he deactivates it, how to make night vision turn off?
2. How can he zoom it in, and out?
Thanks. Also is there a way to make it possible so you can walk whilst its on screen?
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Cheers guys. I took ur help and it all works perfect. THANKS!
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Well which trigger uses the init.sqs?
Plus my objectives are:
1. save the first hostage(by killing his captor)
2.clear the house (resistance not present trigger)
3.clear the forest (resistance not present)
4. save hostage 2 (by killing his captor)
Thanks man
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Ok thanks man. But which triggers do i put all these commands in? Theres the end trigger, what else triggers will i need, and what do they do?
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Ok. I'm just about finished my mission, but there is one small prob. The ending condition. I need to know how to make a mission end after ALL objectives are complete. And don't say "just put it as end#1 in the last objectives trigger". I can't do that as this missions objectives can be done in ANY order. Which ever way you want to do the mission. So how would i make a mission end after all the objectives are done?
Thanks in advance. need immediate feedback please.
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Look, every single aircraft that has been announced is just absolute bullshit.
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Hahaha what a sly prick eh? He should definately be banned from the forums, and not granted any oxygen tools. What a fuckin wanker, using other peoples models and saying there his.
Fag
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Thanks Very Much guys! DV Chris Death cheers man!
Everyones name that helped me will be in the intro cutscene and the readme.txt and credits.
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Well. Where abouts do i put the variables? And also Wouldnt i need 3 triggers? also what does each trigger do? Could you just whip up a quick mission for me on the desert island? The other guy said he has already done one but i havnt recieved it....
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Geez Thanks Guys! Anyway if you guys are still puzzled on how it works heres how to picture it: Your a spec ops sniper and you see a base ahead of you. You dont want the enemies to set off the alam as backup will arrive if you do. So you sneak around and find the alarm system, so you think to urself "Damn im gonna have to disable this so no backup arrives", so you proceed on to deactivate it, and then the enemies cant activate the alarm now. I hope you get what i mean. Oh by the way my email is: fabianvacca@hotmail.com
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Well, the alarm sets off when the enemy sees you, and when it sets off a truck full of enemies rocks up. And to disable it you go to a bulding and disable it so that the alarm cant go off and therefor no enemies rock up. Cheers guys!
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No No NOOOOO! I mean im a spec ops so I sneak in. I dont radio the alarm on or off. I can deactivate it. I wanna know how to deactivate it so that the enemy cannot activate it. Sort of like destroying the trigger. Come on surely someone knows
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Ok. Well i want it so you can disable the alarm if it is set off. And beable to disable it so that it cant be set off. So what would i do to accomplish this?
Making things appear
in OFP : MISSION EDITING & SCRIPTING
Posted
Ok. I need to know how to make objects appear. Well for example:
If you kill the hostages captor within 55 seconds then you activate the easter egg. When the easter egg is activated i need to know how to make an ammo crate appear with an M21 and a few other weapons. So if you dont kill the captor in under 55 seconds the ammo crate wont appear. But if you do kill the captor in under 55 seconds then an ammo crate appears in a shed.
Thanks. And also how would i be able to make the ammo crate have a custom loadout seeming as though it wont be there unless the easter egg is activated. Usually i would put this addweaponcargo blah blah blah... But the crate wont be there to start off with. So how would i give it, a loadout.
Thanks in advance!!!