Recipient
Member-
Content Count
30 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout Recipient
-
Rank
Private First Class
-
Creating an infantry squad using unit creation
Recipient posted a topic in OFP : MISSION EDITING & SCRIPTING
I have searched the forums for the following item: In my mission, I want to use Unit Creation to spawn a group of infantry, rather than one.. Â The problem is, I do not have the knowledge to carry it out. Â What will I need to do? Â Anybody? Recipient -
I'm back again. How exactly do you get a trigger to activate when two other triggers were previously activated? I cannot get all three triggers that I set up to synchronize each other. What I want: To get an infantry squad to board a truck when two tank columns pass by a certain spot. Recipient
-
My thanks to all who have helped me with this. I tried it all and it works! Apologies to Liquid_Silence for misunderstanding his/her instructions on the flame part.
-
No, no... I want to put out the fire, not to light it. Nevertheless, I put it in the condition field of a trigger, but nothing happened. Where did I go wrong?
-
In one of my missions, I want one of the objectives to be to put out a fire near a vehicle and to mark it as complete when I do so. However, the trigger to make it happen doesn't work. I was wondering if anyone can help me out with this? Recipient P.S. Also I am having too much trouble with getting units such as civilians to join the player. The JOIN and the JOIN AND LEAD commands don't work. What am I doing wrong?
-
Good evening. I apologize for not coming in as often as I used to; it has been a while since my last post in November. With that out of the way... I am creating a mission where civilians join you at various points in the game while you drive to the northwesternmost point of Kolgujev Island, avoiding enemy soldiers and their gunfire. I have some items to work out in order to get it to function properly: 1. I want to mark my first objective as complete when the player successfully ejects from the helicopter without getting killed by anti-aircraft fire; however, when the character does eject, the objective is not marked. The second objective should be to put out a lighted fire near your BDRM. It doesn't work either. The third objective should be to get two civilians hiding in the woods near a ruined village to join you and then board the BDRM. I haven't tested it, because the JOIN waypoint does not work properly; all they do is stay where they are. Which brings me to my second question... 2. In some of the single player and campaign missions, a certain amount of units are ordered to follow you. Now, I searched the forums on how to get it to work, but neither JOIN nor JOIN AND LEAD will work, and the results after searching lead nowhere. I was wondering if anyone who knows how to do this could share their expertise in getting units to follow you (and be given commands)... 3. I want the mission to end only IF all the civilians are alive, AND if all of them are under your control, AND if the player moves to a certain spot on the map where the trigger to end the mission in success is activated. I know for a fact that I have not the experience to do this; thus, I will need assistance with this matter. If any of you can provide I solution, I shall be forever in your debt. Recipient
-
You're probably wondering, "Oh no, not again," but this is a problem that I HAVE SEARCHED THE FORUMS FOR, but could find NOTHING regarding it. It seems that sometimes a trigger, set to one side and detected by that side, seems to activate for the other sides as well. Â In a paradrop test, I created some dialogue for Western soldiers and it seems that the Resistance can hear it. Â I am wondering if there was a way that I could ensure that only the WEST could "see" the triggers for the dialogue. Recipient
-
In my newest mission I want Western soldiers to parachute out of a Blackhawk along the southern coast of Kolgujev. I forget what I am supposed to do to get this to happen. I've searched the forums for the script, but to no avail. Now I am left to draw a blank, and I am now wondering if someone could render assistance to this situation? Recipient
-
Didn't work. Keeping them seated, that is. I'm really doomed to have them stand up, aren't I?
-
I have searched the forums for this... ...I've been able to get infantrymen to sit, but I need them to STAY seated until a certain point in the mission(Russian soldiers sit until a vehicle is destroyed). Now, 1. Can someone please tell me how to keep these soldiers seated? 2. How do I get them to stand up at a certain point (i.e., the destruction of a Shilka? That will be all... Recipient
-
For the Midnight Hour, a mission I am making, I want Russian soldiers to sit inside a tent (read: I want them to SIT) and I want the Fire object that I have placed to start out as lit. Trouble is, I don't know how. And I searched the forums for instructions, but none were to be found. So, to reiterate, here are my questions: 1. How do you get an infantryman to sit? 2. How can I have the fire lit at the start of the game? Recipient
-
I do not want to edit the official faces, I just want to know how I can implement them into other soldiers in my custom missions. Â How do I do this?
-
If you click where it says "Player: X Y" and then click edit, you can change the face/voice/pitch of your character. What I want to do is find out what the names of the faces {in .jpg format) in the face menu are so that I can change the characters' faces into those that I want. Again, I am not talking about custom faces; rather, I am referring to those faces you find in the Player Edit Menu. I was wondering if someone could help me out? Recipient
-
This is the Recipient again. So far, the Battle for Everon has been a modest success and I thank everyone who participated. However, because the "patch-as-you-go" method was getting to be problematic, I have decided to cancel the Battle for Everon - at least in its current incarnation. I simply was not prepared rules-wise, and having to add new rules as I went along complicated matters more. Therefore, I am temporarily pulling Battle for Everon 2.0 off of the forum until I can get a complete set of rules written and published. I hope that everyone understands what I have done. To everyone who posted: thank you for your participation. For those who praised my idea: thank you. For the final time, Recipient
-
The UN patrol mills around the forest north of Le Moule, hoping that the Russians didn't slip into UN territory. One of the patrolmen turns and notices a Russian right behind them. He figures out quickly that this is a Spetz Natz - an elite Russian soldier. He radios the rest of the men. "12 o'clock, Spetz Natz, 50." This alarms Sgt. Hagood, who then radios, "All, GO PRONE." The Spetz Natz is almost ready to open fire... Interruption: From this post forward, all posts involving combat will follow this "golden rule" of combat: "The attacker declares the action, the defender declares the result." Simply put, the attacker specifies which area of the human body (or chassis of a vehicle) that is to be hit; then the defender decides whether or not the shots land. This rule by itself, however, is bound to cause arguments as to whether the shot(s) actually landed, and the forum topic will be closed due to "going offtopic." So I will improvise another rule to augment the golden rule, thus christened "the silver rule": "The success or failure of an attack is determined by a twenty-sided die." If the player "rolls" a six or less, then the attack is considered a success. Any other result is a failure. Since formulas for determining random numbers cannot possibly work on a forum, and I need time to locate a die roll program, I have a substitute option which will be used in place: Notepad. First, make sure Notepad is open. Then, with eyes closed, type random numbers from 0-9 on the top row above "QWERTYUIOP" for one second. If the first number is 1-9: Consider this number the roll result. If the first number is 0: Close eyes again and type either 1 or 2 for one second. If 1 is typed first: type another number from 0-9, then consider it as the die result. If 2 is typed first: then assume it to be "twenty." An natural 1 for the first number is not an automatic success. A natural 0-2 is not an automatic failure. Note that only the attacker needs to roll for determining success. Now, back to our story... The UN soldier, Yarbrough, pulls the trigger on his M16A2, praying secretly that he gets a hit. Yarbrough decides to shoot the Spetz Natz in the head, using an M16A2 on three-round burst. "Rolling" the d20, he gets a natural 1. The Spetz Natz's head crumples into the soft dirt, thus saving the lives of four men.