Winters
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Everything posted by Winters
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Not really, there is already a script out that will allow you to simulate a weapon jam
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I suggest reading up on the TET offensive, that would make an excellent campaign as it would give you fighting over firebases (Khe sahn) and cities (Hue) Here is a useful link, i have others but after consulting the forum rules i dont want to post them and get banned. Edit: Dammit, no matter what site i try there is an image thats not suitable for this forum, Even Wikipedia showed some pretty gruesome stuff. Ahh Hell, if you want some links just do a google search for "Tet Offensive" you will find plenty.
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Both, more campaigns = more fun
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I know im a bit late joining this party but i would like to offer up a suggestion or two. Women VC Soldiers Spider Holes Maybe a tunnel system (don't know if thats do-able in OFP) And some of those bush trucks the VC used (need to find a pic and actual name though) and how about implementing random jamming of the M-16. All in all i like the look of your units and the websites cool too, i love the radio Â
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I am working on a Zombie mini-campaign the "Bridge Fight" 4 pack and the Invasion '44 phase 1 campaign.
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Wow 4 of my favorite games are in the top six, and i see Arcanum even made this list. Sweeet
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Yes, there are going to be plenty of new animations.
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Im glad someone posted the pics for me Yes we will have new explosions, our coder is making new particle effects scripts that are very nice indeed.
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It is popular......in Europe, BIS made Resistance because they sold over 1 million copies of CWC. It just never got popular in the US.
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Maybe a shortage of missions because there are a shortage of good mission makers. I can count on one hand the number of truly talented mission makers there are including myself.
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Your welcome, We are good to go with animations, what we could use is a texturist and/or a good modeler to make some of the buildings. If your still interested PM me and i will forward your interest to Joji.
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In the CWC campaign there is a cutscene where James gets a phonecall from Col. Blake. There is a Cessna outside the hangar and one more inside being worked on. You get to see the door clearly in it. I know the commercial planes are a bit large for an Air Taxi service but i still think the name Pegasus is kinda cool.
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Guess that means he will get his donuts at half price
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If you remember back to the CWC campaign, James was the owner of Pegasus Air, might be cool to make that.
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Winter I44 is a future project, we are still focusing on Holland. The missions team has already begun working on the phase 1 campaign as well.
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One of the problems with the news media in the US is that they are a business. In order for them to stay on the air they need money, money which they get through selling advertising, Advertising clients that they get through high ratings, High ratings they get through showing whats the most sensational bits of news they can find. It is sad that a crack mother who throws her baby off a bridge or abandons it gets more air time then a new school or hospital being built that will alleviate over crowding of the other facilities in the area.
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Hi, I am trying to use a trigger that will add an event handler to the player once he is a trigger radius. I am also trying to use the on deactivation part of said trigger to remove the EH so if you leave the triggers radius your no longer able to use the EH. The problem is the on deactivation part wont remove my EH, the remove EH only works when i put it in the script the EH calls when activated. Any ideas? Thanks in advance
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I ran a test in which i put in the on deactivation field: deactivate= true i then set up a game logic with the condition deactivate and had it show some text "hey dude deactivation is working" this worked fine. but, when i went back an tried to remove the EH the same trouble started up again. I did solve the problem by using AvonLadys suggestion: ? not (student in list trig1): exit at the top of the script my EH calls, i can then remove the EH in the script after student does his thing. It's strange how i can get text a condition to be set throught the on deactivation field but that i can't get it to work to remove an EH. Thanks for the help Avon, Red & Igor.
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Ha Ha Ha i just saw that as well.
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While i don't agree with the content i wouldnt stop anyone from buying it. It's just not my cup of tea, JFK and 9/11 are 2 things i have very strong feelings about.
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Red, i will add you to my ICQ when i get home, i just sent ya a PM in the meanwhile.
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Ok, here goes; Trigger 1: Activated by: West being present Condition: this On Activation: student addeventhandler ["fired", {_this exec "script1.sqs"}] Script1 will then set the condition detect= true Trigger 2: Activated by: West being present Condition: this && detect On Activation: "1" objstatus "ACTIVE"; "1" objstatus "DONE" I tried to add the removeeventhandler to trigger 1 in the on deactivation field but it didnt work.
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The trigger i used was set on repeatedly and it had an on activation of not only you being present but also a condition to be set to true which would be set in your script. So, we have 2 overlapping triggers. One which waits for a condition to be set to true and for your presence in the area and that will show the objstatus as done. and the other which is waiting for your presence and then gives the player his eventhandler it is in this eventhandler that you activate the script to set the condition to true to accomplish the objective. What i am trying to accomplish here is that the player will not be able to run into the trigger area, then leave it and activate the eventhandler outside the trigger area and then just run back through the trigger area which will then see "detect" as true and see you presence inside the are thus setting obj1 to "done". I want to force the player to be inside the trigger area when he activates the EH, thats why i was trying to get the EH removed upon deactivation of the trigger i.e. you leave the triggers area.