Specter
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Everything posted by Specter
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Klick me
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and a second new one: i want to link a picture to the briefing. like "klick me" and when you klick it, you see the picture... edit: ok, got that... nevermind...
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ok, a new one: i want a uh60 to fly over my men and drop ammocrates. now this aint a problem BUT i want the crates to "use" a parachute, which is a problem, because "this moveindriver nameofpara" doesnt work. any ideas?
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No, i don't mean the crew onboard. I mean a group of soldiers who are usually the boatcrew, but they kind of take a break and sit around a campfire near the boat. So normal soldiers should fire upon the boat. Or to precise: the passengers of the boat.
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noone can help me wih these 3 problems?! not even with one of those?!
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it works, thanks Blanco. 1) the boatcrew still doesn't shoot the boat. they all have ak74's, setbehaviour is "safe" setcombatmode is "red" 2) i want an ai-plane to take off, fly a patrol, then land, refuel and take off again and so on... 3) i want to make a respawn, but it should only be available when objective 1 and 2 are completed. so when a player dies before those objectives are completed he/she should be a seagull (hope thats the right spelling) and as soon as the objectives are done the player should respawn.
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ok thanks, i'll test it tomorow. yes, it's a coop-mission for 6 players
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i know it's x-mas and you people have better things to do then help me, but i think it's time to summarize my open questions: 1) the boatcrew still doesn't shoot the boat. they all have ak74's, setbehaviour is "safe" setcombatmode is "red" 2) i need an action "take key" (which blanco makes for me, i hope) 3) i want an ai-plane to take off, fly a patrol, then land, refuel and take off again and so on... 4) i want to make a respawn, but it should only be available when objective 1 and 2 are completed. so when a player dies before those objectives are completed he/she should be a seagull (hope thats the right spelling) and as soon as the objectives are done the player should respawn. >>edit: happy x-mas<<
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new day, new ideas, new questions: well, only one for now: i know how to make an ai-plane take off, but how can i make it take off, fly some time, then land again, refuel, take off again and so on... especially the landing gives me a headche...
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If you want the keys in the pilots' inventory, you need a key-addon. But you can simulate it with addaction. An addaction "Take key" And an other one "Unlock Heli" I can make you an example by tommorow. (I'm at work now, I don't wanna make any mistakes... ) that would be great.
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setcombatmode "red" but they don't even shoot when the boat is 2 meters away...
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ok, no more errors, BUT the soldiers don't shoot! could it be, that they don't shoot because their behaviour is set to "safe"?
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made the change, now it says: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> '_x dofire|#|': Error Invalid number in expression
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don't know what my boatcrew is called... i wrote in the officers init-field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> boatcrew=group this and i thought that the whole group would be boatcrew...
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back to the boats: i did what you said, but i get an error: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> '"_x dotarget boat2" foreach units group boatcrew |#|; "_x dofire" foreach units group boatcrew': Error group: Type group, expected Object what did i do wrong?
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thanks... one more thing for the moment: one objective is to steal a chopper. now i want to force the player(s) to kill the crews and guards. my idea is, that the chopper is locked and the pilot has the keys, so you have to kill the pilot to unlock the chopper. is it possible to create such a thing as "keys" which unlock the chopper and put them in the pilots inventory?
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thanks... but how do i name a group?
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me again: 1) i need a trigger or something which detects wether a unit (mePlayer1 to mePlayer6, only one unit should activate the script but not a particular one) is onboard a ship (ship1 to ship4) 2) when the unit(s) is(are) onboard, a group of enemy soldiers should run to the harbor and attack the stolen boat.
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now it works! thanks a lot!
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or whatever dir you want. made the gamelogiv but where do i have to fill in the code in my trigger?
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ok, but i want the object (a "target e" btw) to pop up at a certain location independent from the players position. and what exactly do i do with the code?
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what do you mean by this, do you want the 2nd target to appear physically or do you what the objective to show up so the player knows they have another thing to kill? Â if you want the object to apear that could be done through a script, i'm not that great and i aint to great with scripts, maybe someone else could help you with that one... yes, i want the object to appear physically...
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1) i mean, when one target is destroyed i want another target pop up at a certain position. it should be invisible before or beamed there... 2) thanks 3) thanks 4) w00t?!
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Something to test out to solve memory map errors
Specter replied to kegetys's topic in TROUBLESHOOTING
the unPBOing of o.pbo described in the first post. -
Something to test out to solve memory map errors
Specter replied to kegetys's topic in TROUBLESHOOTING
IT WORKED!!!!! I CAN PLAY OFP-GOTY!!! THANKS TO ANYONE WHO HELPED ME!!!! *dancingonthetable*