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OldGrandad

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About OldGrandad

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  1. OldGrandad

    Player respawning at cleared areas

    Could you be more specific? I searched for "KaRRiLLioN" and all I got was regarding RTS mods. UnPBOing one of his missions didn't reveal anything I wanted. Are there more of his(her?) missions around? *cross fingers*
  2. If you get what I mean. The Picture. My map is all about me and my buddies (as Resistance) fighting off hordes of Russians in towns and ultimately to the finale defeating the big bad general. The Deal. I know about respawning at base etc. but what I have in mind is the ability to respawn at a recently cleared town and use that as another base before going onward to the next town to clear out the enemy and adding that to a base respawn etc, etc. My Ideals. I start off with my merry men at the main resistance base and proceed to a town for a firefight. Can it be done that when a town is cleared of east troops you get to the flag (it changes from the hammer and sickle to a resistance flag) and THAT becomes another respawn point for the resistance? I would like for any of my groups players to be able to make the flag ours (as long as east is not present) and add it to our respawn bases and not just the leader. I have tried all sorts of bodged scripts that have failed dismally and proves that I am totally useless at scripting. Â All the secondary objectives can be done in any order ( a free roaming map) with only the final objective being able to be completed when the secondary objectives are completed. Have I made myself clear? I have searched high and low for anything similar but the closest I got was for a respawn moving with waypoints which I do not want as I want a freeform map making for different ways of completing it. Please, please do not ignore this as I am so close to getting this right except for my poor knowledge of scripting. Ideas will be gratefully acknowledged and accepted. Â P.S. Many thanks to the many script writers out there that have been a godsend.
  3. Thanks for the replies but as yet have to test them  *edit* found a solution of sorts.
  4. Firstly I have searched high an low (believe me!) for an answer and it is currently evading me. A simple solution but I am not getting it right I have "civ7" triggered to jump on his motorbike when the russkies arrive in one town. He rides off and gets to his "GETOUT" waypoint where I need him to say "the russians *whatever here*" when the resistance arrive. What I want though is for no globalchat to appear until my civ7 has arrived. This is the scenario I want; civ7 present + res present = globalchat res present + no civ7 present = no globalchat I have played over the past few hours with different combinations of triggers/switches that I have obviously missed the obvious solution. I just need a break from my insanity P.S. This post is mirrored at OFPEC so apologies to those that visit both and who think I am spamming. I just want to ask a wider audience.
  5. Thank you all for responding with thoughts and ideas for workarounds. I have now resolved the issue after overlooking the most obvious and looking for the most complicated answer. Please do not laugh, I use "dummies" as spawn group references and when I checked them they were indeed "west" units. Even though they were triggered to delete themselves they obviously had an effect on the spawned "east" units. I changed them to "east dummies" and there is no in house fighting. Boy oh boy, sometimes you do not see what is in front of you
  6. I did try your example and even though it worked a treat it did not stop them being targeted by the spawned troops.
  7. I have placed "this setcaptive true" into the crews and tanks init lines but all I get then is the troops getting massacred by the tanks then. My issues do not lie with getting my tanks to roll now but the in house fighting, what gives??? noundo, thanks for your assistance but it is the fighting each other that is puzzling me. My trigger operates when Resistance enters the area and execs a script. I will try your alternate solution but will it stop them fighting each other?
  8. No, all units on the map are exclusively "east" with no sign of an "enemy" unit.
  9. Thank you it worked but, I now have another problem which I find rather strange. The tanks and crew were already on the map ready to roll but at the same time the tanks are triggered so is a spawn trigger spawning 8 troops. Trouble is the troops start taking on the tanks and they are all "east"!!! How or why is this happening? I can't believe I get over one issue only to be faced with another.
  10. Well commandmove got them into the tanks, but they refused to go anywhere after starting the tanks up In the on activation field in the trigger I had <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[tank1,tank2] exec "tanksupport.sqs" with 2 invisible "H"s named tank1move and tank2move respectively. Um, any more ideas? Many thanks for your help so far Â
  11. All I want is a script that will be triggered that will move a crew into a tank (or multiple crews into multiple tanks) and then move on to a particular marker and patrol. Firstly is my poor attempt to script (never done it before) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_c1 moveincommander _tank1 _c2 moveingunner _tank1 _c3 moveindriver _tank1 ~1 _tank1 move getmarkerpos "tank1move" ~2 _c4 moveincommander _tank2 _c5 moveingunner _tank2 _c6 moveindriver _tank2 ~1 _tank2 move getmarkerpos "tank2move" exit 2 tanks and 2 sets of crew already waiting. The trigger gets activated and my crews jump into their tanks and rush off to investigate, well that's my intention. I have spent a few fruitless hours mucking around without any joy. Please help an old frustrated wannabe OPF scripter.
  12. I am currently creating an MP mission and stop to see my handiwork every now and then. My problem is that spawned troops start engaging troops that are already on the map. Now that is not too strange except, that they are all on the east side!!! Am I doing something wrong here? I put myself onto the map as a civilian and get a resistance fighter to trip the spawn trigger so I can see if the seeing distances are ok. But as soon as the trigger is tripped the spawned east troops start firing on the already patrolling east soldiers (who don't fire back). Do I have to export it as MP as early as this to figure the problem out? surely not. I have gone into other maps to try the same thing out and there doesn't seem to be problems like mine in them. I have the Resistance down as not friendly to anyone, do I need to do anything else? And yes, I tried to find a solution via many different searches
  13. OldGrandad

    Nuclear bomb

    Xenoms Nuclear Bomb
  14. OldGrandad

    Nuclear bomb

    (name of A10) doFire (name of target) ie: A doFire B So you mean that is all that is required in the triggers on activation field to drop the atomic bomb? Dang, I was trying to use the bombs name in all sorts of ways to execute a drop over the target. Mind you I dePBO'ed the file and extracted the fired.sqs script and got the A-10 to "suicide" over the target!! A mighty impressive explosion Many thanks for your effort and reply.
  15. OldGrandad

    Nuclear bomb

    WEST - A10 B61 bomb test Well something like that As I am replying, how do you specify what bomb to release over a target via trigger or waypoint. I am a noob at editing but I would like to see one of these babys dropped from a distance.
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