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lonesoldier

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Posts posted by lonesoldier


  1. Hey Suma dude biggrin_o.gif

    Anyway.

    If there is ONE waypoint, then you CANNOT have sycronisation for the soldier to wait.

    What you do is:

    Place the soldier.

    Give him a move waypoint RIGHT infront of him, as close as possible.

    Then place the second waypoint, which is the one you want him to go to.

    Click on "synchronise" then drag a line fron the Flag in the middle of the trigger, to the FIRST waypoint you created, which should be next to the soldier.

    And there you have it.

    Piss easy. tounge_o.gif


  2. Ok, i downloaded it anyway.

    WTF?!

    How do i use it?

    I thought itd be userfriendly sad.gif

    I have NO idea how to make dialogs.

    Well, i tried vektorbosons tutorial, but it confused the hell outta me, after hours of reading it and trying stuff...

    Will the editor have buttons you can click so it adds the code, instead of you having to write it?


  3. Fairly easy question.

    I have the player.

    He has a custom action called "Place Bomb".

    In the script that the action exec's i have a satchel camcreated at the players feet.

    The satchel is called "satch".

    What i want to know is:

    Is it possible to have a flare camcreated at the satchel? So that the satchel has a glow around it when i place it.

    If i camcreate the flare 100m high, so it ignites, then getpos it to "satch", it falls through the ground.

    So i had the flare getpos'ed at the satchel in a loop. So it suspends itself there, but it dissappears...

    Also, is it possible to have the script have a 25 second time limit, then it sedtammages the satchel after 25 secs?

    ALSO, is it possible to have the satchel abort its countdown if the other team defuses it?


  4. Played the mission, by myself tounge.gif

    Not bad at all. Love the artillery, and the way you respawn in a higgins.

    AND the weapons selection.

    BUT.

    The sandbag bunkers you used... look crap.

    In my opinion, the mission would be alot better if you used bunkers from the BunkerPacks 1 through to 5.

    There are also another 2 bunker packs, with awesome bunkers in them.

    WW2EC Website

    Go there, and have a look in the addons and islands sections.

    But, overall, VERY good mission. With the bunkers in the bunker pack, this mission has great potential.

    Keep up the good work wink.gif

    I also have a question for you:

    Would you mind at all if i used your unit respawn method?

    I am working on an MP mission, and after playing your mission, i thought that respawn screen was fuckin' good!

    tounge.gif


  5. What the fuck is everyone whinging for?

    You finally get an aircratf carrier, and then you all start bitching about technical shit.

    When someone plays your mission with it in it, do you really think theyre gonna sit there and crack the shits over its size/class/whatever?

    NO.

    Jesus christ. mad.gif


  6. Dont think it is possible, having it follow a unit.

    But.

    Try this:

    This will make the music go quieter over 25 seconds (assuming the jeep will be out of sight by then).

    In the Jeeps waypoint AFTER it drops you off, put the following text in the Activation Field of the waypoint:

    25 fadeMusic 0

    ---

    Where it says 25 fadeMusic 0, 25 is the amount of time till the music will fade out. And 0 is the Music volume. 1 is full, 0 is off.

    THAT SOLUTION I JUST PROVIDED IS ONLY FOR WHEN YOU GET OUT OF THE JEEP.

    When the jeep comes towards you do this:

    In the Player's Init field, put 1 fadeMusic 0.

    Now count how long it takes the jeep to get to you. Say its 25 seconds...

    In the jeeps waypoint to you, put: 25 fadeMusic 1 in the Activation Field.


  7. Another Solution:

    Player Init field: this setcaptive true

    Make a Trigger:

    Radiuses: 0/0

    Leave everythng else alone.

    In condition field put: (MyGuy ammo "weaponname" ==10)

    Activation Field: MyGuy setcaptive false

    ------------------------

    Where it has ==10, change the 10 to however many bullets are in the magazine.

    Then when you pull the weapon out, it will detect that you have, say... 10 bullets in your mag, the Trigger should then set off.

    I havnt tried this. But im certain it works.


  8. How do i check when my rating LOWERS?

    Say i shoot a Team Mate or Civvie accidentally, i need my guy to say "Check Your Fire".

    Basically, how do i check when my rating lowers?

    Also.

    Is it possible to detect when my guy throws a nade?

    I tried (MyGuy ammo "Handgrenade" == 4)

    Becuase he starts with 5 nades, so if its 4 then ofcourse he's thrown one.

    But that method wont work.

    Cheers.


  9. Not sure what ver of Sound drivers.

    I have OFP 1.91. Updated it last week.

    But the problem was there long before.

    Also, the Hunting Rifle gets an error whenever i go to use it. And it doesnt show any 3D model of it, or the scope if i press V.

    The Blue Screen i get says to check drivers, or if my hardware is installed properly.

    BUT. Yesterday i downloaded the new Detonator Drivers, and when theyre installing it pompts me and says it hasnt passed the Windows Logo Testing (or something similar).

    And i tried to download the latest SBLive Drivers, but the link on Creatives site wont work.


  10. Problem:

    If i play MP or SP OFP, and there is a tank present and it fires, OFP Crashes, and i get a Blue Screen, and it starts a memory dump.

    Same happens if im in a chopper and fire missiles.

    It doesnt happen with trucks, jeeps, motorbikes, infrantry etc...

    Its been happenning for quiet some time now.

    Doesnt happen with any other games i play.

    Im running:

    WinXP Home Edition

    Athlon XP 1800+

    GF4 Mx440

    Sound Blaster Live! DE 5.1 SE

    Thats all you need to know.

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