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Trixta

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Everything posted by Trixta

  1. Have you tried using a count trigger? Create a trigger over the area and put the following in the condition: To check if there are five enemy left (assuming OpFor are the enemy): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">abs(EAST countside thislist)==5 To check if there are any enemy left <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">abs(EAST countside thislist)>0 Then run your script from the On Act. line. To do this from a script name your trigger (eg enemyleft) and put this in your script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">abs(EAST countside list enemyleft)==5 This will only activate if there are 5 left so if, for example you have six left and kill 2 simultaneously then it won't activate. You may wish to have a script that repeats when there are 5 or fewer left in which case use something like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#chkenemy ?(abs(EAST countside list enemyleft)<1):goto "alldead"; ?(abs(EAST countside list enemyleft)<6):goto "fewenemyleft"; #fewenemyleft hint "There's only a handful of enemy left"; goto "endscript" #alldead hint "That's all of them." #endscript exit then run the script from the count trigger using <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">abs(EAST countside list enemyleft)<6 in the condition line - it should activate first when you have less than 6 enemy left and then repeat every time you kill another enemy until they're all dead. Unhiding the objective You're right to hide the objective in init.sqs but to make it unhide create the condition / trigger / script and use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"3" objstatus "ACTIVE" to make it appear, assuming OBJ_3 is the objective you want to make appear.
  2. Any way of checking if a unit has at least one magazine of a certain type? Obviously hasweapon only checks the weaponslots for weapons. I'm looking to check if the unit has picked up a particular magazine (pipebomb). I'm playing about with reading the unit's magazine array slot by slot to see if pipebomb comes up but am not having much joy. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_mags=magazines uspc; _magcount=0; #getbomb ?(_mags select _magcount="pipebomb"):goto "havebomb"; _magcount=_magcount+1; goto "getbomb" #havebomb titletext ["Okay, I'm tooled up. Let's get outta here.","plain down"]; ammodumpdone=true; exit All I need to know is if unit's magazines include a pipebomb.
  3. Trixta

    Query Units Magazines

    Thanks Shuko - that's the very thing. Just for the sake of tidying up and closing the post I've pasted in the full script which I run from [] exec "havebomb.sqs" in uspc's init line. havebomb.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#getbomb {scopename magcheck;if (_x == "Pipebomb") then {ammodumpdone = true;breakout magcheck;};} foreach magazines uspc; ?(ammodumpdone):goto "havebomb"; goto "getbomb" #havebomb titletext ["Okay, I'm tooled up. Let's get outta here.","PLAIN DOWN"]; exit
  4. Can somebody please walk me through camcreating a flare? I need it for a cutscene and have tried everything I've found here and on biki but cannot make it work. I'm not new to scripting (nor am I a master) but this eludes me. Â Please: nice, easy, idiot-proof steps.
  5. Trixta

    Flares and Camcreate

    Ah, erm. Yep. That would be it. Works like a charm. Now, if you don't mind I'm just going to hide under my desk for a while. I did warn you that it was an idiot who needed guiding. Thanks.
  6. Possible workaround? Set something alight and see how long it burns (call it burntime). Then either: Use this with the dammage and distance commands on an incrementing loop to check if fire is still burning and if soldier is close enough to be burnt. You could even factor in distance to calculate how burnt the soldier is based on how close to the fire he is standing if you want to go that far. You may also wish to add something that recognises that, even if the fire is out, the metal will still be too hot to be right up against (eg <0.5 metres) or: create a trigger around the dammage=1 vehicle of the appropriate radius that applies to all units within it. Give it a timeout / countdown value = burntime and then setpos the trigger when the vehicle first ignites. Haven't tried any of this myself but is this the sort of thing you were thinking about?
  7. Trixta

    cant get the breefing to work

    You could try just writing it yourself in notepad or (as I do) keep a template handy to paste everything into. Here's my template (with your info in it). Copy & paste into notepad. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><html> <body bgcolor="#FFFFFF"> <h2><a name="Main"></a></h2> <h6> <b>**Insert your date here</b> <br><br> We just got intel that the russians are recruting civlians to create their own terrorist force in the name of christainty. We must stop this or they will give a bad name to christians! <br><br> Use the br br tag to create a new paragraph if needed. </h6> <hr> <p><a name="plan"></a> you are going to land on the beach, From their you will liberate the city and then transport the civilians out of their. <br> you are parchuted down to </a><a href="marker:paradroploc">this location</a> <br> The russian have occupied a this city <a href="marker:thiscity">Repel the enemy assault</a>and their are civilians in their so watch your fire! </p> <hr> <p><a name = "OBJ_1">your objective is to destroy </a><a href="marker:shilka1">shika 1</a>. </p> <hr> <p><a name = "OBJ_2"></a>and then destroy <a href="marker:shilka2">shika 2 </a> </p> <hr> <h2><a name="Debriefing:End1">Debrief: Mission Success #1</a></h2> <p> Stick the text you want to display for a successful mission (that uses End1) here. </p> <hr> <h2><a name="Debriefing:End2">Alternate Debrief</a></h2> <p> If you want an alternative ending (eg civilians killed etc) then you can stick the text for it in here to be activated by an End2 trigger. </p> <hr> </body> </html> Save as "briefing.html" then paste it into your mission folder. Be sure to add the markers to the map: paradroploc = the location where the paradrop will happen; thiscity = the location of the city with the civs shilka1 & shilka2 = self-explanatory Hope this helps.
  8. Trixta

    Flares and Camcreate

    Thanks for the reply Nichevo. I tried using both camcreate & createvehicle. I can createvehicle a smoke grenade no problem but when I try pasting a flarewhite_m203 in it just doesn't seem to work. I took on board what you said and scripted: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flarepos=getpos flaresite; flarex=flarepos select 0; flarey=flarepos select 1; flarez=flarepos select 2; flare1 = "FlareWhite_M203" createVehicle [0,0,10000]; titletext ["5","plain"]; ~1 titletext ["4","plain"]; ~1 titletext ["3","plain"]; ~1 titletext ["2","plain"]; ~1 titletext ["1","plain"]; ~1 flare1 setpos [flarex,flarey,flarez+50]; titletext ["Flare fired","plain"]; exit The titletext is just to let me know that the script is running and introduce the delay you talked about. Flaresite is an object that the flare should appear above. The script is run from a radio trigger. I run it and the countdown shows ok (the script is definitely running) but no sign of the flare. Interestingly, if I replace FlareWhite_M203 with HWWMV a Hummer appears ok. Can you post one of your scripts that work (including instructions on setting up the trigger etc.). There's obviously something simple I'm missing here and seeing how you manage it may well highlight where I'm going wrong. Cheers.
  9. Trixta

    Victory conditions

    Alternatively use my favourite: setup a trigger (OPFOR Present Once) and set the condition to be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">count thislist == {fleeing _x} count thislist Now, once all the enemy are  "...dead, dying or running home to Mom" the trigger activates. You've held your ground, the enemy is dead or running for the hills and you don't have to hunt down every last one to activate the trigger. Ripped this from OFP posts and update for ArmA. Testing at present but it should work.
  10. Anyone know how I can force an AI to use his launcher (LAW or RPG)? In particular I need it for a cutscene. I think it's based round selectweapon but I can't get the swine to do anything other than stand there grinning with his RPG on his back (even when it's the only weapon he's got)!
  11. Cheers for your help WarriorX. I tried your suggestion but couldn't get it to work. I did, however, manage to get the effect I wanted by using one of your earlier suggestions. The process I used (which is for a cut scene) is this: Created 2 units: attacker (svtrpg1) and dummy armoured target (usabrams) Position svtrpg1 as desired Position usabrams: Â Â Â 1. In sight of svtrpg1 (may need to reveal target to svtrpg1) Â Â Â 2. In a position that is never on camera Set both to combatmode blue Made svtrpg1 dotarget usabrams Svtrpg1 will now kneel and ready the rpg Insert a trigger that is tripped when the real target (usm113) is in position Use trigger to: Â Â 1. Order svtrpg1 dotarget usm113 Â Â 2. usabrams setpos faraway (where faraway is a position or marker that gets it out of the way) Â Â 3. Set svtrpg1 combatmode to red Provided you script the camera right svtrpg1 will hold the crouchtoweapon position indefinitely, usabrams will not appear in the cutscene and it looks like svtrpg1 has the rpg readied and is merely awaiting a target to lock on to. Bit of a long-winded workaround but it got the desired result. Thanks for all your help chaps. For the newb, example code is this (excludes all camera code): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">svtrpg1 setcombatmode "blue" usabrams setcombatmode "blue" svtrpg1 reveal usabrams svtrpg1 dotarget usabrams #waitforrealtarget ?(usm113arrived):goto "changetorealtarget" goto "waitforrealtarget" #changetorealtarget svtrpg1 dotarget usm113 usabrams setpos [0,0,0] svtrpg1 setcombatmode "red" The usm113arrived is made true by putting usm113arrived=true in the activation line of the trigger and setting it to West>Present>Once.
  12. Well, not really. The closest I've got is that the rpg guy sees the vehicle, switches weapons, fires the RPG, then returns to the AK. What I'm trying to do is get a nice slow camera shot of the rpg guy, down on one knee with the launcher prepped, and waiting for the target vehicle to get to a particular point before loosing the rocket off. I know I've seen it done in the credits for CWC (3 Soviet ATs firing on an Abrams) and I've checked the dePBO for the scene but it offers no clues.
  13. I am aiming the Launcher at a vehicle (it's an ambush on a convoy by SpetzNatz). Cheers for the OFPEC string - I think I see the answer in the USE WEAPON, SWITCH WEAPON actions. I'll give it a shot and see how that works.
  14. Trixta

    A matter of time

    Cracked it! Hurrah! The final code, for anyone who's interested, is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">madetrinite=false;madedourdan=false;madehoudan=false trinitedone=false;dourdandone=false _i=0 #cntr ~1 _i=_i+1 ?(madetrinite)&&!(trinitedone):goto "chktrinite" ?(madedourdan)&&!(dourdandone):goto "chkdourdan" ?_i==150:goto "chktrinite" ?_i==180:goto "chkdourdan" ?(madehoudan):goto "contmiss" ?_i>=240:goto "missfail" goto "cntr" #chktrinite ?!(madetrinite):titletext ["Faster! Faster! Piece of shit truck!","plain down",1] ?(madetrinite)&&!(trinitedone):trinitedone=true;titletext ["Alpha to Bravo. In La Trinite now. Hold tight, guys!","plain down",1]; goto "cntr" #chkdourdan ?!(madedourdan):titletext ["Damn! We're not gonna make it!","plain down",1] ?(madedourdan)&&!(dourdandone):dourdandone=true;titletext ["Alpha to Bravo. We're in Dourdan. Hang in there!","plain down",1]; goto "cntr" #contmiss titletext ["Yes! We made it! Everyone out! GO! GO! GO!","plain down",1] contmiss=true goto "finishit" #missfail titletext ["Bravo to Papa Bear! Where the hell's our- AARRRGGGHHH!","plain down",1] ~4 [usinfgrp,1] setwppos getmarkerpos "airfield" titletext ["Damn it, Alpha! You were too slow! Get your asses back here, now!","plain down",1] ~5 [usinfb_7,usinfb_8,usinfb_9] join usbinfgrp "_x setdammage 1" foreach units usinfbgrp missfail=true #finishit exit Thanks Klavan.
  15. How do you use the time command? The situation is that the squad must react quickly and be in Houdan within a certain time or fail the mission. I've tried using: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?time=30 && !(inhoudan):goto "missionfail" ?time<30 && (inhoudan):goto "missionsucceed" where inhoudan is triggered by west presence in Houdan. I've tried fiddling about, creating my own timer and even just trying to get a titletext to display using the timer but nothing happens. Help please.
  16. Trixta

    A matter of time

    Nope, no joy. Here's the whole thing so you can see my problem: Squad A (player) must get from Malden airfield to Houdan within 4 minutes to reinforce and save squad B. If squad A does not make it to La Trinite within 2.5 minutes or Dourdan within 3 minutes then they're unlikely to make Houdan in 4 (they're in a 5 tonner). If they fall behind schedule they will receive a warning message at 2.5 and 3 minutes. If they are in Houdan within 4 minutes then the counter stops and the mission continues. If not then the mission ends and they go to another thread of the campaign. The code is along the lines of: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_i=0 #cntr ~1 _i=_i+1 ?_i=150:goto "chktrinite" ?_i=180:goto "chkdourdan" ?(madehoudan):goto "continuemission" ?_i=240:goto "missionfail" goto "cntr" #chktrinite ?!(madetrinite):titletext ["Faster! Faster!","plain down",1] goto "cntr" #chkdourdan ?!(madedourdan):titletext ["We're not gonna make it!","plain down",1] goto "cntr" #continuemission titletext ["Yes, we made it. Everyone go!","plain down",1] contmission=true goto "finishit" #missionfailed titletext ["Bravo to Papa, where's our- AAARRRGGGHHH!","plain down",1] missionfail=true [usinfgrp,1] setwppos getmarkerpos "airfield" titletext ["Papa to Alpha. You were too slow. Return to base.","plain down",1] goto "finishit" #finishit exit I've tried it with single "=" and double "==" on the counter but to no avail. I can't just force a delay (~240) as I need the mission to continue as soon as squad A arrive in Houdan, provided 240 seconds have not passed. If anyone can help, I'm all ears.
  17. Trixta

    A matter of time

    Ah, thanks for helping. You've given me an idea on how to do this if I come at it from the other end, so to speak. I'm still interested in this time command though so if anyone knows how to use it can you post it here? Thanks.
  18. Trixta

    more help needed plz

    I've found a wee bit of trouble using these too. Apparently: Min: minimum no of secs after reaching / completing waypoint that waypoint activates (and you move onto next one); Max: maximum no of secs after reaching / completing waypoint that waypoint activates (and you move onto next one); Med: average no of secs after reaching / completing waypoint that waypoint activates (and you move onto next one); So, if you want a player / AI to move to waypoint x, wait between 10 & 15 seconds before moving on to waypoint y you set the minimum to 10, maximum to 15 and make the medium the ideal length of time (eg 12.5). Personally, as I don't use randomness in timing waypoints, I set all three to the same. Example: I want a truck to act as though its loading & unloading supplies at a port. Waypoint 1 is a move WP beside the port and has the values 120,120,120 in the timer. This makes the truck pause at that waypoint for 2 minutes before driving off toward the next waypoint. Hope that helps.
  19. Here's the deal - 4 Abrams (m1a1a - m1a1d) have completed a seek and destory objective and are awaiting support. Support should not approach tanks until they are stationary as they have to move on to another waypoint before being repaired by the support vehicle (reptruck). The code is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#wtforstop ?velocity m1a1a=[0,0,0]:goto "checka" goto "wtforstop" #checka reptruck domove getpos m1a1a #chka ?damage (m1a1a)==0:goto "checkb" goto "chka" #checkb reptruck domove getpos m1a1b #chkb ?damage (m1a1b)==0:goto "checkc" goto "chkb" #checkc reptruck domove getpos m1a1c #chkc ?damage (m1a1c)==0:goto "checkd" goto "chkc" #checkd reptruck domove getpos m1a1d #chkd ?damage (m1a1d)=0:goto "repaired" goto "chkd" #repaired I keep getting told that there is an unknown operator (seems to indicate the "=". When I try a logical "==" it complains that I'm using an array where I should be using number, object, string. How do I check that the tank m1a1a has come to a halt before I let the repair truck move in?
  20. Trixta

    Check vehicle vleocity

    Aha! Thanks for that - sorted the problem nicely.
  21. Just a thought but landingAOA is probably "Landing Angle of Attack". Angle of attack is the angle to the horizontal at which the aircraft will approach the target (in this case the airfield, to land). If plane's actual AOA > defined AOA this denotes a crash rather than a controlled landing? This is a guess, you understand. I would assume that this is for fixed-wing aircraft only as, obviously, a chopper's AOA can be 90 degrees. As for "formation time", who knows. Perhaps it is the amount of time in seconds that an aircraft is a certain distance outside it's proposed point in the formation before it is considered away from formation? Again, a guess.
  22. Trixta

    Campaign Identities

    dePBOd the resistance campaign and got to grips with the savestatus and savevar command (or so I thought). Can somebody please tell me where I'm going wrong with the init.sqs for this, the 5th mission in my campaign? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;recreate survivors group _sqd=[usi1,usi2,usi3,usi4,usi6,usi8,uspc]; ;check mortals and add to _srv ?davisdead==davisdead:deletevehicle usi4;goto "chkrl" _sqd=_sqd+[usi4];usi4 setidentity "DavisBill";goto "chkrl" #chkrl ?rushmoredead==rushmoredead:deletevehicle usi5;goto "chkla" _sqd=_sqd+[usi5];usi5 setidentity "RushmoreLee";goto "chkla" #chkla ?lambertdead==lambertdead:deletevehicle usi7;goto "ldstts" _sqd=_sqd+[usi7];usi7 setidentity "LambertArmand";goto "ldstts" ;load status #ldstts _sqdm=0; _sqdc=count _sqd; _pmis="xa03"; #nxsldr xx=(_sqd select _sqdm) loadstatus format["xa03usi%1",(_sqdm)]; _sqdm=_sqdm+1; ?_sqdm<_sqdc:goto "nxsldr" This code should feed from the exit.sqs of the previous mission (obviously) so I've included it in case that's the source of the problem: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_srv=[usi1,usi2,usi3,usi6,usi8,uspc] ;check for dead soldiers ?davisdead==davisdead:goto "chkrl" ?!alive usi4:davisdead=1;savevar "davisdead";goto "chkrl" _srv=_srv+[usi4]; #chkrl ?rushmoredead==rushmoredead:goto "chkla" ?!alive usi5:rushmoredead=1;savevar "rushmoredead";goto "chkla" _srv=_srv+[usi5]; #chkla ?lambertdead==lambertdead:goto "svsqd" ?!alive usi7:lambertdead=1;savevar "lambertdead";goto "svsqd" _srv=_srv+[usi7]; ;save squad "_x setdamage 0" foreach units group uspc; #svsqd _mis="xa03"; _sqdm=0; _sqdc=count _srv; #nxsldr xx=(_srv select _sdqm) savestatus _mis+(format["usi%1",_sqdm]); ?_sqdm<_sqdc:_sqdm=_sqdm+1;goto "nxsldr" Can somebody please point out the bleeding obvious - 'cause I can't see it. One more thing - the error: rap ...: [] encountered, = expected The [] could be an empty square.
  23. Is it possible to rotate new identities into a mission based upon the existence (or non-existence) of the original identities used? Example: In mission 1 a US patrol (all with identities set) comes under fire. Some grunts may die and when I start mission 2 I don't want them to reappear on the roster. I'm familiar with deleteidentity and assume that it removes the identity from the campaign.ext file. Is there some way of querying whether or not this identity still exists and, if not, selecting the next unassigned identity available in the campaign.ext file? Or is there some way of deleting an identity and replacing it with another (e.g. using a number such as usi1 to identify the officer in mission and, when the rupert bites dust, replace the usi1 identity in the campaign.ext file with a new face-voice-name?) The main aim is to create a squad in mission 1 where killed soldiers don't come back but are replaced by fresh blood in each of the subsequent 9 missions as required.
  24. Trixta

    Campaign Problem

    Damn you, I was really hopin' to keep this quiet. I misread the campaign tutorial (Charlie Howarth), or rather I was lazy and skipped the bit in question assuming I knew it. I pbo'd the individual missions and them put them into my campaign\missions folder, rather than the templates. Rest assured I felt I had achieved a new height in sheer idiocy. On the up side it did give me an idea for my profile pic (coming soon).
  25. Can anyone help me sort out this bloody campaign structure? Please! Keep getting an Error in Campaign Structure. I get the feeling the problem's staring me in the face but I can't see it. Fresh, informed, eyes appreciated. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class MissionDefault { lives = -1; lost =; end1 =; end2 =; end3 =; end4 =; end5 =; end6 =; }; class Campaign { name = "Unofficial Business"; firstBattle = Prologue; class Prologue { name = "The Long Bad Friday"; cutscene = XA00.CAIN; firstMission = easternfront; lost =; end1 =; end2 =; end3 =; end4 =; end5 =; end6 =; class easternfront: MissionDefault { end1 = allquiet; end2 = allquiet; end3 = allquiet; end4 = allquiet; end5 = allquiet; end6 = allquiet; lost = easternfront; template = XA01.EDEN; }; class allquiet: MissionDefault { end1 = kneejerk; end2 = kneejerk; end3 = kneejerk; end4 = kneejerk; end5 = kneejerk; end6 = kneejerk; lost = allquiet; template = XA02.EDEN; }; class kneejerk: MissionDefault { end1 = hurricane; end2 = hurricane; end3 = hurricane; end4 = hurricane; end5 = hurricane; end6 = hurricane; lost = kneejerk; template = XA03.EDEN; }; class hurricane: MissionDefault { end1 = mortonmeets; end2 = mortonmeets; end3 = mortonmeets; end4 = mortonmeets; end5 = mortonmeets; end6 = mortonmeets; lost = hurricane; template = XA04.EDEN; }; class mortonmeets: MissionDefault { end1 = regroup; end2 = regroup; end3 = regroup; end4 = regroup; end5 = regroup; end6 = regroup; lost = mortonmeets; template = XA05.EDEN; }; class regroup: MissionDefault { end1 = gatekeeper; end2 = savingnamib; end3 = gatekeeper; end4 = gatekeeper; end5 = gatekeeper; end6 = gatekeeper; lost = regroup; template = XA06.EDEN; }; class savingnamib: MissionDefault { end1 = gatekeeper; end2 = gatekeeper; end3 = gatekeeper; end4 = gatekeeper; end5 = gatekeeper; end6 = gatekeeper; lost = savingnamib; template = XA06x.EDEN; }; class gatekeeper: MissionDefault { end1 = heartsnminds; end2 = heartsnminds; end3 = heartsnminds; end4 = heartsnminds; end5 = heartsnminds; end6 = heartsnminds; lost = gatekeeper; template = XA07.EDEN; }; class heartsnminds: MissionDefault { end1 = leavinglamentin; end2 = leavinglamentin; end3 = leavinglamentin; end4 = leavinglamentin; end5 = leavinglamentin; end6 = leavinglamentin; lost = heartsnminds; template = XA08.EDEN; }; class leavinglamentin: MissionDefault { end1 = custer; end2 = custer; end3 = custer; end4 = custer; end5 = custer; end6 = custer; lost = leavinglamentin; template = XA09.EDEN; }; class custer: MissionDefault { end1 = dejavu; end2 = dejavu; end3 = dejavu; end4 = dejavu; end5 = dejavu; end6 = dejavu; lost = custer; template = XA10.EDEN; }; class dejavu: MissionDefault { end1 = lessismeaux; end2 = lessismeaux; end3 = lessismeaux; end4 = lessismeaux; end5 = lessismeaux; end6 = lessismeaux; lost = dejavu; template = XA11.EDEN; }; class lessismeaux: MissionDefault { end1 = dunkirk; end2 = dunkirk; end3 = dunkirk; end4 = dunkirk; end5 = dunkirk; end6 = dunkirk; lost = lessismeaux; template = XA12.EDEN; }; class dunkirk: MissionDefault { end1 =; end2 =; end3 =; end4 =; end5 =; end6 =; lost = dunkirk; template = XA13.EDEN; }; }; }; class CfgSounds { sounds[] = { }; }; class CfgRadio { sounds[] = { }; }; Have excluded the identities to save space, have pasted everything that comes after it.
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