Ottie
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How do I add a alpha channel to the picture
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You can move waypoints with setWpPos see command reference
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I have created a test mission which is called game logic artillery, I think it does what you want, if interested mail me
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1. Give soldiers there waypoints. Soldier waypoints : Vehicle 1. move 1. move 2. get in 2. load 3. get out 3. transport unload 4. move 4. move synchronize waypoint 2 and 3 of the vehicle and the soldier 2. soldier moveInCargo vehicle
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In my opinion yes.
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I mostly use the following method for letting soldiers react: Alarm all troops in an area Create trigger 1  Name        : West Detected  A           : ?? (the range of the trigger, I place the trigger over the base) B           : ?? Activation By   : WEST Activation Type : Detected by EAST Repeating     : Yes Condition      : this Time min      : 1 Time mid    : 5 Time max    : 10 On Activation  : AlarmEast = true Create trigger 2 Name      : East Forces Combat A : ?? (the range of the trigger, I place the trigger over the base) B        : ?? Activation By  : EAST Activation Type: Present Repeating    : Yes Condition    : AlarmEast Time min    : 1 Time mid    : 5 Time max    : 10 OnActivation  : cmode="COMBAT"; "_x setbehaviour cmode" forEach thislist    Create trigger 3 Name      : West disapperead / Disable Alarm A : ?? (the range of the trigger, I place the trigger over the base) B        : ?? Activation By  : None Activation Type: --- Repeating    : Yes Condition    : AlarmEast Time min    : 25 Time mid    : 35 Time max    : 45 OnActivation  : AlarmEast = false Create trigger 3 Name      : East Forces Safe A : ?? (the range of the trigger, I place the trigger over the base) B        : ?? Activation By  : EAST Activation Type: Present Repeating    : Yes Condition    : !AlarmEast Time min    : 1 Time mid    : 5 Time max    : 10 OnActivation  : smode="SAFE"; "_x setbehaviour smode" forEach thislist I took this method from the BIS mission "steal the documents"?
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Oops
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But what do you do if trigger b is first triggered and then trigger a
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This is a solution but you must set the type of the trigger to switch !!
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It is possible, give the plane 5 waypoints 1 Move 2 Move 3 Cycle (place this waypoint near the first move waypoint) 4 Move 5 Move No create the trigger that is activated by the radio alpha command and give this trigger as type switch, and synchronize the trigger with the 4 waypoint (move) if you now cal radio alpha the plane will move to the 5 waypoint
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You can set the fuel with the setfuel command heli setFuel 1 The weapons you can add with the heli1 addMagazine "heliammo" (heliammo must be replaced by the correct ammo name for the helicopter you use)
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Why use triggers , you need one trigger that sets of a game logic, give the game logic 6 waypoints and in the activation field of every waypoint write: soldier1 action ["eject", c130]; unassignvehicle soldier1; soldier2 action ["eject", c130]; unassignvehicle soldier2 And put a delay of 2 seconds between the waypoints.
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What you can do is place triggers around the airfield on places that must be guarded and set the type of the trigger to guard by east/west, then the tanks with a guard waypoint will especially protect these areas and will not drive of to attack the enemy tanks (and ride in the minefield)
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What you can do is place triggers around the airfield on places that must be guarded and set the type of the trigger to guard by east/west, then the tanks with a guard waypoint will especially protect these areas and will not drive of to attack the enemy tanks (and ride in the minefield)
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Hello Doolittle, I must say you have a point, I play OFP from almost the beginning , (original, not the demo period), and from the beginning on the people are focusing on scripting and addon making, but I also wanna know what is possible with the mission editor. And I think the mission editor can be used in far better ways then is done now. Everybody is focusing on great scripts, how to reinforce, how to move without waypoints etc etc, but there is almost no one that focusses completely on the mission editor. I have tested and played alot with the mission editor and in my opinion the mission editor can do so many things. (guard, sentry waypoints, the usage of game logics etc etc). I always try to rewrite user made missions that uses script to mission without almost any scripts and I must say it can be done, of course there are scripts that are usefull but mostlty not. And have you played the complete original campaigns, I think they are of high quality and almost no scripting. Ottie