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Stulios

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About Stulios

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  1. Check this out Here, and read the readme's to see hw to set the faces on ai.
  2. Yes. Give the unit a name, say unit1, then a waypoint wherever you want him to pick up the weapon. Make a small trigger over this waypoint and group it with him to make sure only he can activate it. In the triggers on activation field type unit1 addmagazine"m16"; unit1 addmagazine"m16"; unit1 addmagazine"m16"; unit1 addmagazine"m16"; unit1 addweapon"m16". Replace m16 with the appropriate weapon. Make sure you use addmagazine first otherwise the weapon isnt loaded.
  3. Stulios

    Multiple waypoints

    Cheers that helps alot. Dont suppose anyone wants to help me with this yet?! I've been using the Ofp Mission Assistant to create the breifs, overview, objectives e.t.c. I also had triggers which  confirmed an objectives completion, "obj_1" objstatus "done", which i know was working because of the hint text appearing saying objective complete. Although when i got to the debreifing screen the objectives showed up as uncompleted. The same happened if i purposely failed them. Im sure its got to be something simple but i cant figure out what...any suggestions? Any at all?!
  4. Is there a way of setting up a choice of routes in a mission. I want a player to be faced with the option of continuing down a mined road on foot, or taking a longer way round in a shilka. If he chooses the 'on foot' option then he'll have to kill an rpg soldier before he destroys the enemy tank at the end of the road. With the 'in tank' option he'll have plenty of fire power, but will face other enemies on the way.
  5. Stulios

    Quicky on objectives

    The actuall objectives do seem to be completed, because the hint text appearssaying objective complete. But in the debreifing screen the objectives remain the same, just as black circles, even if i fail them. Do i need a second trigger to tell the objectives that they've been completed or something?
  6. Stulios

    Mission help

    Put this moveincargo helo1 in the units init field. Replace helo1 with the name of your helocopter. But don't group the units with the helocopter or the pilots will also eject when you command your troops to. Also make sure the helocopter is high enough by putting helo1 flyinhieght 50 in one of its waypoints. i find this gives me plenty of room to eject and the parachute open safely. The 50 can be any height you like, but too low and the units will hit the floor before the parachutes have opened properly.
  7. Stulios

    Briefings

    Had you extracted it to single missions before you made the breifings as well as after? If so then you need to delete it from the missions section (program files/codemasters/operationflashpoint/missions) and then extract it again from the missoin editor.
  8. I dont know if there is an easier way, but this definately works. Start of by placing your BRDM on the road facing the right way. Give it a move waypoint right in front of it with behavior set as safe and speed set to limited (without the limited speed, it races off in front of the other units). Then add the other waypoints for its journey. Add each of the vehicles in the order you wish them to drive in behind the first BRDM and along the road. Then ungroup them all so they're single units. Give each unit a join waypoint, with behavior set to safe, to the vehicle directly in front of it. As long as you've given each unit enough space between the other units, they should set off in a perfect convoy. I found when i tried starting them off as one group, they would try to change their order first which caused crashes and hold ups! Also, if their behavior is set to danger or something, they will go into formation, but when set back to safe they will reform the convoy line and the same order.
  9. Ive only just started adding objectives to my missions and ive run into some trouble. Ive used the line "obj_1 objstatus "done" in a triggers on activation field. This seems to work fine with Objective complete text appearing in the top corner. I was using the ofp mission assistant to give my objectives names on the breifing screen, which seemed to work fine until the debreifing screen where the objectives still looked uncompleted. Do i need to add another link between the objectives? or is there something wrong with my method? Thanks for any help.
  10. Is there a way of starting as a different member of a group each time you start the mission (in single player). This might add more playability to each mission, having a different part to play each time. Or having one unit be a different unit each time for the same effect.
  11. Stulios

    Removing 'addaction' buttons.

    A1.Yes, just group the trigger to the player using f2. Then new options appear in the triggers properties, allowing just the player to activate the trigger.
  12. Is there something i can put in the on activation field for a waypoint which will make the compass pop up for a few seconds? And if so can you control where abouts it comes up?
  13. Stulios

    Hostile Civilians?

    Ive read this quite recently somewhere, probably here! To make a civilian hostile towards west, create an east unit and a civilian one and group them together. Then change the east units presence to false. This will make west units kill the civilian. Give the civilian a weapon and they'll fight back.
  14. Stulios

    ADDONS & MODS

    Do you know that you can download unofficial addons from the likes of here. This has more helis, planes, units vehicles etc. Just be careful about using them for missions which you post cause not everyone has them.
  15. I know how to start off with a helicopter hovering and i know that you can change its height, but is there a way to make it start off moving forward at certain speeds? I need to know cause ive got an intro which starts off with three copters flying in from the sea, but they start stationary which looks foolish! Also, is there a way that you can have a helicopter with its engine on but still on the ground at the start of a mission/intro?
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