Sampieru_Corsu
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I'm sorry: I made a wrong post; this should go to the "Lost Brothers Mod" thread... Hello The "Lost Brothers" mod looks terrific. Unfortunately: I've got a strange bug: after the installation (carefully following the instructions), when I start OFP, this line appears in the top left-hand corner during the "wait" loading black screen: '0.0 I#I. 1' : Error Unknown Operator It disappears, then it comes up again then goes out again when the menu and the opening cinematic start. And the second strange thing is: I've got NO sound at all !!! I've already got the sound bug on other occasions... So it's not specific to this mod (It seems like it appears when I have too many things in my addon folder. I usually solve it by removing a few addons and the sound comes back.) but this kind of error line which may appear in the mission editor, it's the 1st time I get it as soon as the game starts... (btw, when I open the mission editor, I can access the "lobo" addons without problems, but with no sound, no fun!) i've tried to move the "lobo" addons to a dedicated mod folder and the same bug happens. When I uninstall the "lobo" addons, the error message goes out and the sound comes back... Any idea? congratulations for the mod, anyway... thanks
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I'm sorry: I made a wrong post; this should go to the "Lost Brothers Mod" thread... Hello The "Lost Brothers" mod looks terrific. Unfortunately: I've got a strange bug: after the installation (carefully following the instructions), when I start OFP, this line appears in the top left-hand corner during the "wait" loading black screen: '0.0 I#I. 1' : Error Unknown Operator It disappears, then it comes up again then goes out again when the menu and the opening cinematic start. And the second strange thing is: I've got NO sound at all !!! I've already got the sound bug on other occasions... So it's not specific to this mod (It seems like it appears when I have too many things in my addon folder. I usually solve it by removing a few addons and the sound comes back.) but this kind of error line which may appear in the mission editor, it's the 1st time I get it as soon as the game starts... (btw, when I open the mission editor, I can access the "lobo" addons without problems, but with no sound, no fun!) i've tried to move the "lobo" addons to a dedicated mod folder and the same bug happens. When I uninstall the "lobo" addons, the error message goes out and the sound comes back... Any idea? congratulations for the mod, anyway... thanks
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Trigger countdown problem
Sampieru_Corsu replied to Sampieru_Corsu's topic in OFP : MISSION EDITING & SCRIPTING
ok, JAP... thanks... I will try the 2 triggers thing, then... bye -
Trigger countdown problem
Sampieru_Corsu replied to Sampieru_Corsu's topic in OFP : MISSION EDITING & SCRIPTING
Well... I didn't think the other attributes could matter. The only thing I want is a sound effect to be triggered a certain time after a radio call... So, I leave the "axe" and "angle" boxes set to 50/50/0 default, why not? and "ellipse" or "rectangle" shape don't seem to matter, right? Then I choose activated by "radio alpha" and "once", because I want it to happen , er, "once". "present" should not matter, since there is no side involved. Then, the main thing: the *countdown*! I set it to 10.10.10, since I saw on the forums and the tutorials that it is what has to be done if I want a 10 sec. delay! Type "none", no name and no text. condition "this" on activation playsound "name of my sound" and... that's it, right? Should I care about something else if the only thing I want is just a sound to be played 10 seconds after my radio call! But the problem seems to come from "radio" triggers, in fact! because, as I said in my previous post, if I replace the "playsound" thing with,say,the destruction of a vehicle, well, I've got the same problem: on radio activation: Blam! the vehicle is destroyed with no delay, although I set a countdown in my trigger attributes... Some people suggested the use of *two* triggers, but it seems rather complicated when the countdown thing on *one* trigger should be enough! -
Hello Eveybody here's my problem: In my mission, I want a custom sound to be played after a couple of seconds. The sound is summoned by a radio call. So this is what I do: There's a trigger: activated by radio alpha. On activation: playsound "mysound". Countdown: 10/10/10 ok? Well, in the preview, I do 0-0-1 and bing! here goes my sound, right after! It doesn't wait for the 10 secs to start! I even tried with another situation, to see if I understood this countdown thing: I put a bmp somewhere, and the trigger with on activation "nameofbmp" setdammage 1, countdown 10/10/10 and activated by radio alpha. Then, in the game, I call radio alpha and blam! the bmp explodes instantly! where has my countdown gone? I don't get it! is there something I'm doing wrong or what? thanks in advance for your help!
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Hello There are already some good booby trap scripts around. but this is what I'd like to create and I don't know if it's possible: a bomb attached to a dead body which explodes when someone takes a weapon or some ammo from the corpse. You get the picture? Generally, trap scripts involve a trigger that makes the bomb explode when the poor victim enters a specific area, right? What I'd like to simulate is the sadistic little "trick" which consists of letting a grenade attached to a dead guy and having it go boom when another guy moves the body... Is there an "action" name in the script command reference list which corresponds to "stealing" ammo or weapon from a dead guy? then, in a trigger, I could enter whether this action has just been performed and if yes, then "boom"! What do you think? Is it possible? Thanks in advance for your help!