Totibbs
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it works! thx!
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how does that work? can you give an example? thx
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Ive made a script. Real cool etc. but the problem is: if the unit who must execute the script (talking to you) is dead, the script continues... so dead boddys can speak in my game. That should not happen. Does someone knows how you can stop the script if that guy is dead? thx
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ofcourse you can make your own missions in the editor. about campaign missions in the editor: I heard about it. But I wasnt interested so I dont know how to do that. But I think its possible...
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It is still not working. Im really dont know what I do wrong. Because I copy/paste it. The eastern boy activates the trigger with on activation: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">stopScript1 = true<span id='postcolor'> because I made a sound effect in it... "we surrender". Its just a check I know the trigger is activated. But the "stopScript1 = true" doesnt seem to work
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it doesnt seems to work this is the script: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> #loop stopScript1 = false ?stopScript:exit ofi playmove"FXStandDip" ofi_1 playmove"FXStandDip" Goto "loop"<span id='postcolor'>
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How can you stop a script? Because Ive a script with a loop in it. But I want to stop the loop if a East soldier gets in a trigger. East, Present condition: this on activation:<< what to type here to stop the script?>>
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if I lay down the satchel, a patrol-guard sees me and kills me. if I kill that guard, the alarm sounds. I have trouble with it too.
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Im buzy with a new mission. But my first problem is: How can I, a player, destroy flags? It isnt possible with satchel charges... In the game, even houses are weaker than flags. I dont think that is realistic, is it?
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Im buzy with a mission, and I need a script that the player (civ named: man) is only allowed to using a Beretta. For more realism you know. please help me out. thx