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Recipient

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Everything posted by Recipient

  1. 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
  2. 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
  3. 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?
  4. Recipient

    One question:

    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.
  5. Recipient

    One question:

    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?
  6. 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
  7. Recipient

    Escape from prison

    In the mission Escape from Prison, everything goes well, then after a while I get in a no-win situation. If I leave, then the Russians will corner and kill me. If I wait, they might kill me if I move. I am at a loss as to what I should do: leave now, or wait for the UAZ?
  8. 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
  9. 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
  10. 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
  11. Recipient

    Please remain seated...

    Didn't work. Keeping them seated, that is. I'm really doomed to have them stand up, aren't I?
  12. 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
  13. 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
  14. Recipient

    Face velocity

    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?
  15. Recipient

    Battle for everon 2.0

    Morton, Everon By the time the United Nations peacekeeping forces arrived, Morton was already half-destroyed; thankfully, there were no civilian casualties, as most residents there probably had enough sense to leave before the start of hostilities. The UN currently controls Morton, as well as a peninsula to the southeast of the town. Plans to overtake Le Moule are underway. Corp. Michael Wilbur, an American peacekeeper and executive officer of U.S. Peacekeeping Infantry Squad 46, is driving a U.N. 5t Truck from the base at grid ref Ee73. In front of him is a UN HMMWV, driven by the commanding officer, Sgt. Robert Hagood. So far, no incident of Russian sightings or risk of danger. Completing the drive to Morton, Corp. Wilbur halts while Sgt. Hagood radios the rest of the squad. "Load into the truck, everyone! We've just got word of a Russkie sighting north of Le Moule!" The squad members pile into the truck, one by one, until everyone is accounted for. Sgt. Hagood's voice cackles on the radio again: "Is that everyone? All right people, let's move! We've got to get to Le Moule before the Russkies!" And with that, Corp. Wilbur is given the signal to move.
  16. Recipient

    Battle for everon 2.0

    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
  17. Recipient

    Battle for everon 2.0

    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.
  18. Recipient

    Battle for everon 2.0

    Just a reminder to all who wish to "play" the Battle for Everon: As of this post forward, you must type in the present tense AT ALL TIMES, unless you are referring to a past incident in dialogue. Accepable: Peter Schill draws his G36 and opens fire on the Russian soldiers. NO: Peter Schill drew his G36 and opened fire on the Russian soldiers. The second is acceptable if it is referred to in spoken dialogue. Example: "So then Pete drew his weapon and mowed down those Russkies," says Dave Wentworth, a British peacekeeper. Again, refer to all actions in the present tense at all times. This will ensure a steady pace of the game itself, and prevent any variations that would endanger the plot structure. Recipient
  19. Recipient

    Battle for everon 2.0

    By the time Corp. Wilbur and Sgt. Hagood arrive at Le Moule, they find several UN peacekeepers milling around the town, dead Russians and all. Sgt. Hagood pulls into the first intersection and then pulls into the grass west of Le Moule. Corp. Wilbur follows not far behind, but stops the truck close to the western road. The rest of the squad, Wilbur included, disembarks from the 5t and report to Hagood at once, standing in row formation. Sgt. Hagood then speaks up. "Okay, Wilbur, Yarbrough, Schiller, you're with me. The rest of you, help the other UN units clean up and turn this two-bit town into a camp Uncle Sam can be proud of. Simpson, you're in charge." Sgt. Hagood motions for his selected men to board the HMMWV. After all of them are onboard, Hagood enters the driver's seat and pilots the HMMWV towards Le Moule. After navigating the sparse amount of buildings and navigating a lonely road, they come to a dirt path. In a forest that is a good distance away from the paved road but adjacent to the dirt path, a Russian Spetz Natz spots the HMMWV from a distance of 400 meters. He puts down his binoculars and mutters in Russian, "Welcome to hell, Americans."
  20. Recipient

    Rps questions

    This is where you post your questions and/or comments for "Battle for Everon", a role-playing story/game. If you have any questions, post them here. If you are spamming, please don't do this; do it elsewhere. Recipient
  21. Recipient

    Battle for everon 2.0

    The Battle for Everon is a role-playing story. A role-playing story is similar to a role-playing game, except that one player acts as the storyteller and is responsible for creating the situations and main plot, while the others take on the role of characters and move the plot along. When I first started this role-playing story, it started out strong, only to have variations on the plot that didn't have anything to do with the UN or with the plot itself. Eventually, it was closed, due to "some spammer." My greatest mistake was not posting the rules at once, so I'll post them all this time: 1. The Battle for Everon is set on Everon Island (as in the game Operation Flashpoint); you may play a character who was called into Everon under a different set of orders, but you must play either for the UN or for the Sino-Russian Alliance. 2. You may variate from the main plot, as long as the variation itself has a link to the main plot itself; i.e., a UN peacekeeping squad assisting local resistance fighters or something related to the UN or Sino-Russian Alliance. 3. The accepted player classes with starting items for the UN are as follows: Soldier Primary Weapon: M16A2 Secondary Weapon: M1911 Items I: M16 clip (4 clips [30 rounds], 1 slot for each clip) Items II: Hand Grenade (6) Special: None Officer Primary Weapon: XM-177E2 Secondary weapon: M1911 Items I: M16 clip (4 clips [30 rounds], 1 slot for each clip) Items II: Hand Grenade (4), Smoke Shell (2) Special: Binoculars, NV Goggles (for nocturnal missions) LAW Soldier Primary Weapon: M16A2 Secondary weapon: LAW Launcher, M1911 Items I: M16 clip (4 clips [30 rounds], 1 slot for each clip) Items II: LAW Launcher (3) Special: None Machine Gunner Primary Weapon: M60 Secondary weapon: M1911 Items I: M60 clip (5 clips [100 rounds], 2 slots for each clip) Special: None AA-Soldier Primary Weapon: M16 Secondary weapon: Stinger, M1911 Items I: M16 clip (4 clips [30 rounds], 1 slot for each clip) Items II: Stinger missile (1, loaded in Stinger launcher) Special: None Medic Primary Weapon: M16 Secondary Weapon: M1911 Items I: M16 clip (4 clips [30 rounds], 1 slot for each clip) Items II: Hand Grenade (6) Special: First Aid Kit, Medical Supplies More info for the Russians coming soon... 4. NO SPAM IS ALLOWED! "Spam" was what caused the demise of the earlier Battle for Everon, so please STAY ON TOPIC AT ALL TIMES. If you feel the need or desire to spam, please do it elsewhere, preferably on your own topic; this is a role-playing story, and you shouldn't ruin the experience for everyone else. I hope that everyone understands this code of conduct and follows it well. If there are any questions, please post them on my other topic, "RPS Questions." Recipient
  22. Recipient

    Battle for everon

    Morton, Everon In the town code-named "Morton" there is no one left; when United Nations peacekeepers arrived, all that was there were Russian soldiers and armor. The UN now has several tents pitched near the fountain at grid ref Dj69, along with most of their forces. Â Vehicles are parked near the beach; a diverse bunch of Bradleys, Abrams, M113s, and BDRMs. Â At grid ref Dh69 helipads are marked for the few Apache and Chinook helicopters that accompanied the peacekeepers. Â And to the east and southeast lay destroyed BMPs and T-72s... and dozens of dead Russian soldiers. Corp. Michael Wilbur is waiting for his superior, Sgt. Robert Hawthorne, with the rest of his squad. Â Wilbur checks the East once more, to be sure that the vehicle has arrived. "They couldn't be possibly any slower," says one of his squadmates. "It's only a five minute drive," Wilbur replies. Â "Besides, I'm sure the area is secure." Squadmate 1: "I know it shouldn't take 'em long, but damn..." Wilbur then turns to hear a rumbling in the distance. Â Cautious, he raises his M16A2 and scans around him. Â The vehicle could very well be a Russian tank, a BMP, or, well, just another truck. Â Scanning with the scope of his rifle, Wilbur checks to see where that noise is coming from. A white HMMWV pulls into Morton and passes the squad. Â Not far behind, a white 5t Truck also pulls into Morton and stops abruptly in front of the squad. Sgt. Hawthorne radios the squad. Â "All right, Corporal, you've got authorization to board the truck." Corp. Wilbur and the rest of his squad head towards the truck and board in its cab. Â Once the squad loads up, Sgt. Hawthorne radios, "Is that everyone? Â All people, let's move. Â Follow me." The Battle for Everon is a role-playing story; that is, the storyteller creates the plot and situations, but the characters move the plot along and solve the situations on their own. Â In this case, there is a battle between the United Nations and renegade Russian soldiers. Â Since this is set in the Operation Flashpoint universe, and it involves military combat, it therefore pertains to "war, the military, and anything pertinent to the Army." If you wish to participate, simply add a post with your character's name, rank, soldier type (Soldier, Grenadier, AT Soldier, etc.), along with whatever you want him or her to do/say (and by that, I mean that YOU have to actually type in the actions to be performed/dialogue to be spoken/soldiers to be shot/et cetera; after all, this is YOUR character, not mine, and certainly no one else's.) I will post rules for combat, classes, and anything else that needs attention as the story progresses. The Recipient
  23. Recipient

    Battle for everon

    In order to play Battle for Everon all you need to do is "move along the plot as was created under the storyteller."  What that means is that while the storyteller creates a mission and "cut-scenes", the characters move the plot along by performing actions such as walking, speaking, driving, shooting, et cetera. As to whether or not I'm going to make this a playable game, well... yes and no.  While I'm not going to make Battle for Everon an actual computer game (because I have limited experience in game design, and even if I had ample experience, BIS/Codemasters would shut me down for "plagiarizing" their product), I am focusing on making Battle for Everon a forum-based game (similar to MUDs [Multi-User Dungeons], MOOs [i don't know what that stands for  ], and/or any online RPGs that ARE actual games [such as EverQuest]); that is, I'm going to use the "OFFTOPIC" forum since it is a military-based role-playing game. If you have never role-played before, here is as basic an explanation as I can give you:  A role-playing game is a game in which players create and emulate, or take on the role of, characters, and one player, the Game Master, is responsible for creating and progressing the plot along, as well as controlling non-player characters, or NPCs.  As enemies are slain and/or quests/missions completed, the characters gain experience points.  In most games, if enough experience points are gained, the character may gain another level.  In addition to experience, the character may gain items from fallen enemies if he chooses to (and/or is able to). Getting back to Battle for Everon, all you need in order to get your character to say something is imagination (one of many factors in the solution of problems; other circumstances include the situation at hand, the weather, how many enemies present, et cetera.)  And again, this game IS a playable form, only available in the Operation Flashpoint Forums (under Offtopic, then Battle for Everon).  To reiterate, this role-playing story is NOT an actual computer game, it is a forum-based game, and it can be played only in this forum. I apologize for the length of this explanation, but I assure that it is clear for everyone. The HMMWV began to move out of Morton, the truck following not far behind.  It was strangely quiet along the Morton-Le Moule route, but Russian troops certainly wouldn't be mulling around the place.  Not with this many peacekeepers...
  24. I am convinced that the script for parachuting is useless, because they won't do it, even if I put the script on the second WP, which I set to Transport Unload. What do I need to do to get it correct? Aesop
  25. Recipient

    Paradrop?

    I've searched the forums for this, but I have read that there is a script you must use when you want soldiers to parachute out of a helicopter at a given point. I've created the soldiers and the helicopters, and I've set the waypoints to execute the drop. And yes, I have readied the script. Trouble is, it is not working on user missions (missions created by the user for the user and for testing) and I'm beginning to sense that I screwed up somewhere. What exactly am I to do for the script and, once that's done, what kind of waypoint should I use to execute the script? I am doing a mission in Everon where troops are paradropping over Morton and destroying the enemy. Aesop
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