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[aps]gnat

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Posts posted by [aps]gnat


  1. Weird .... what did I miss .... or is it too simple rock.gif

    No tut's for effective end game triggering .....

    Can someone plz explain why my MP mission wont end proper ... (or explain the different ways of ending missions)

    I;

    - Have triggers, type End #1 and End #2 (basically Win/Loose)

    - Have appropraite text for each ending in "breifing"

    - Triggering them will not stop the game.

    - Using "endgame = 1" will end the game .... but only one breifing type is displayed (my loose).

    End #1 and #2 are being triggered, can see "effects", but nothing more happens.

    What is the correct use of "endgame" variable ?

    (or is it just part of dolittles revive script only !!!) crazy_o.gif

    Any direction appreciated ...


  2. hmmmmm .... dropped that idea ....

    Seem to have an answer with;

    -Script-------------------------

    #Loop

    ~15

    ..........

    ?((not isNull B8) and (!(B8 in list DeadA))) : goto "Loop"

    ?((not isNull B9) and (!(B9 in list DeadA))) : goto "Loop"

    (... OK .... so everyone is dead ... end mission)

    --------------------------------

    Bx is the named players

    The trigger circle "DeadA" covers the Respawn location where players (bodies) go while waiting to be revived.

    The isNull is to check that the named "playable" spot is used either an AI or a human.

    Gnat.


  3. .... trying to detect "All Dead" on a Revive MP map. The detection must include the AI and the human players ...

    Im nearly there except ..... I just discovered that players "disappear" from an "East Present" (PlayerAlive) trigger if they board a vehicle !!! *sigh* sad_o.gif

    The side effect is I get an "All Dead" just because the last guy jumped in a vehicle.

    Q: How can I detect if a named player has ENTERED ANY VEHICLE ?

    (or is inside a vehicle inside a "Present" trigger ?)

    I suspect it could be done if the vehicle was named and was manually placed into an array, to be searched .......... but thats way too hard with the number of vehicles I have !!

    There's got to be an easier solution ........

    Anyone?

    Thx


  4. hmmmm ..... no I already have Inquisitors OICW (Nice!)

    The one I'm after was out much earlier ....... (was it a beta?) rock.gif

    The one I'm after sounded different, looked different, optics were slightly different ...... but maybe it was named similar because of the oicw "program" name.

    Any other suggestions ....


  5. Trying to find the futuristic Addon I had that was basically a pulse rifle with capacity for HE rounds and had a really spec'y Optic ..... bit like the Inquisitor's recent gun optic. Cross hair with fake digital read-outs. Probably 12 months+ ago

    It was a really deadly weapon, can't remember the name .... maybe something like OIWC or OWIS or .... hmmm

    Help ! .... Loved it and lost it sad_o.gif

    (And no ... its wasnt the Bastler addons)

    Gnat.


  6. Problem;

    I want to at a Trigger change the status of various AI around an area.

    For any target AI (manned vehicles and squads alike) in the Init field "AA1 = group this" ..... AA2 .... AA3 and so on.

    The at the Trigger I execute a script, the script only has lines like;

    "_x SetCombatMode RED" foreach units AA1

    "_x SetBehaviour COMBAT" foreach units AA1

    "_x SetCombatMode RED" foreach units AA2

    "_x SetBehaviour COMBAT" foreach units AA2

    .............

    etc

    When it triggers I get no errors but but then I see (through Binoculars!) that the squads dont even take the guns off their shoulders! They dont change status !

    By inserting "hint" 's I can see the script does actually run but .....

    Why not work? What am I doing wrong?

    Cheers,

    Gnat


  7. OK ... I can understand removing the 1.93c link if its a pre-release beta .... but why oh why did you remove the link to the 1.93b version ... !!?? rock.gif

    (Even though my post has been edited to make it look like I posted links to "c" versions only. )

    *sigh*


  8. Recenty started using 1.93b (from 1.92) since I was getting 3 or more CTDs an hour, even in single player mission mode.

    It really seems to work! Not 1 CTD since !!

    I suspect it was a graphics related issue causing the CTD's. Not sure but. During gameplay it seemed like open space or staying in a town too long was causing the issue. rock.gif

    BTW, using the "-nomap" commandline option, only cuz it was suggest ...... no idea what it does.

    I run XP, 2.4GHz, 512MB, Nivida Ti4200 GF4.

    Best of Luck!

    Gnat.


  9. Yeh, I suspect I've seen a mission where they do carry....but it must be a script because by default they dont carry. I've checked a couple of CTF using BAS soldiers, and they dont carry either !!

    I'll keep searching my copies of various CTF mission....but surely someone has scripted this before... sad_o.gif

    Gnat


  10. Looked for an answer for this one...but all the normal solutions dont work on (couple tested) non-BIS soldiers.

    Im using BAS Delta soldiers for a CTF and when they become flagowners they dont carry/fly the flag. All the normal commands have no effect. They are the Flagowner...but dont show it visibly.

    Have I missed something.... rock.gif

    BIS Soldiers and custom vehicles show the flags (well some ! JetPacks dont dam it!), why cant customer soldiers?

    Anyone know a work-around?

    A way to get a flag to sit on a soldiers back...

    (somethings got to be better than my current solution of them emitting red or blue smoke...LOL)

    Thanks,

    Gnat.


  11. Well... I tried it but the pieces still seemed to move.....but I did use half your idea to get a general solution.

    I placed a string of bridges out at sea (boy it's a pain to get them to line up... at one map Zoom level, they do...at another Zoom level they dont ! Which reminds me, there must be a formula for the X-Y position...more research!) and then move or copy the string to where you want them. THEN you have to adjust the height of all of them with the setpos/getpos +/- Z line as above.......THEN you have to change the angle (10th and 100th of a degree !!) of any pieces over sloping land.

    Always use a "sea section" as true quide for angle. The bonus (a small one!) is you dont have to change the X-Y of any pieces....just angle (land one) and height.

    Still lookin for a better way..........

    CHeers,

    Gnat


  12. Well...its got me beat....searched the forums...can see some old hints as to people see this, but not in full.

    I'm laying a long bridge @ 65 deg (on desert island) and the sections I am adjusting the height with eg;

      this setPos[getPos this select 0,getPos this select 1,-14.05]

    in the init field. I have also tried "(getPos this select 2)-X" for the vertical axis to.

    THE PROBLEM:

    On slopes (ie shore) the bridge sections move X/Y and Twist (rotate) !!! crazy_o.gif

    On very steep slopes the twist becomes very obvious. So it becomes impossible to cleanly match one section to the next.

    What is going on?

    And how do I fix/get around this problem?

    I've tried messing with the sections coordinates in the mission.sqm file to fix but that doesn't seem to work either.

    Is it some accuracy difference between getPos and setPos? And why would that make the bridge sections twist?!  sad_o.gif

    Any help or hints appreciated.

    Cheers,

    Gnat.

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