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TravisJ

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About TravisJ

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  1. How do you call a trigger from another trigger? I want to call trigger B from trigger A to create a chain reaction. How to do that?
  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bosun @ Aug. 01 2002,06:04)</td></tr><tr><td id="QUOTE">Nice work TravisJ. Â I like the idea of radioing in your strikes. Â Your first one was nice and simple. Â Your second told me l was missing a bracket ) ? <span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Nice work TravisJ. I like the idea of radioing in your strikes. Your first one was nice and simple. Your second told me l was missing a bracket ) ? <span id='postcolor'> Are you sure you cut and pasted correctly? Try again. It is all there. I cut and pasted myself from the triggers. I checked it out and everything seems to be in order. Download mission
  3. Same idea but a little random hits, hits that will fall near the point: same as above but different entry in the triggers: First trigger: x=getpos as1 select 0; y=getpos as1 select 1;z=getpos as1 select 2; as1 globalChat "Ok, guys, hit here on my command!!!" Second trigger: a=50; Bomb = "LaserGuidedBomb" camCreate [x+(random(a+a))-a,y+(random(a+a))-a,z] Where you got a=50 it is the randomness. Bigger number will have less precise hits. Where you have "z" you can put "z+200" to have a delay. Then you'll see how the bomb is falling. Bigger number, longer it falls from above.
  4. This is a cool idea I came up with. You make two triggers. You name yourself "as1" for example... 1st trigger radio Alpha on actv: "x=getpos as1" 2nd trigger radio Bravo on actv: "Bomb = "LaserGuidedBomb" camCreate x" Set triggers to "repeatedly" and you can do following. Go to a place, "mark" it by using radio to tell xyz to a ship say you came from. You take cover and radio them "OK" You can add writtings on the screen when you press radio but I was too lazy.
  5. Thanks a lot. This is exactly what I wanted. Works like a charm.
  6. Is there a way to make a mine explode with a trigger or "place" LGB bomb on a map and detonate it? I tried "fire" keyword expression for the mine but it doesn't do anything. I don't even know how to reference to LGB bomb through "LaserGuidedLauncher" since it is not an object to my understanding that you can place on the map. Maybe something with "setpos" but I just don't seem to get it. I was unable to find info on the net.
  7. TravisJ

    How do you blow up the bridges?

    Was was playing some with the editor and by accident I flew into a bridge, I was killed and bridge collapsed. I tried later to shoot it with a tank, satchel charges and stuff. Cannot destroy it but only to collide with it. Does it really need a dramatic force to collapse it? So, how do I do it otherwise?
  8. TravisJ

    V-80

    http://www.aeroworldnet.com/1ra01137.htm
  9. TravisJ

    V-80

    http://www.aeroworldnet.com/1ra01137.htm
  10. Better AI. I mean you have to order solders to watch a direction or around, only then they will start to "turn heads." Maybe internal game logic kind of looks around but solders look like they are dummies, when they stand they freeze and look not real, like in wax museum. Make solders act more realistically when they are doing nothing. Make solders more often run for cover (internal logics - give them fear). If real solders would act like in this game, they'd wouldn't last long. I find solders in the game to be too heroic. This is not a Hollywood movie, you struggle for simulation. Plus I'd like to see some support fire by AI when someone from their team tries to go around. One improovment would be to give to solders a character. And in editor you can select if a person is likely to be scared or more a fighter type. Well, maybe I am not being clear. So just remember this: "Better AI."
  11. TravisJ

    What would you like to see in ofp2

    Better AI. I mean you have to order solders to watch a direction or around, only then they will start to "turn heads." Maybe internal game logic kind of looks around but solders look like they are dummies, when they stand they freeze and look not real, like in wax museum. Make solders act more realistically when they are doing nothing. Make solders more often run for cover (internal logics - give them fear). If real solders would act like in this game, they'd wouldn't last long. I find solders in the game to be too heroic. This is not a Hollywood movie, you struggle for simulation. Plus I'd like to see some support fire by AI when someone from their team tries to go around. One improovment would be to give to solders a character. And in editor you can select if a person is likely to be scared or more a fighter type. Well, maybe I am not being clear. So just remember this: "Better AI."
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