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bauhaus

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About bauhaus

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  1. bauhaus

    This is unacceptable

    While I don't have this problem, I do have a friend that did. He has a similar system to yours. Â He had 2gb of ram, a GeForce 4, and a 2.5GHz processor. He said that no matter what he tried, it wouldn't work. He then put all of his downloaded addons into his res\addons directory and he hasn't had any problems since. I honestly don't know if this is an actual fix for this or if it just seemed to work for my friend, but I thought that I would pass on to you what he tried. I hope you'll be able to resolve your issue with this information.
  2. bauhaus

    respawn codes wanted

    As far as the number from 1 to 6 goes, the 6 possible respawn values you can use are: 1. Respawn as bird after respawn_delay (in seconds) 2. Respawn as same player at the same place after respawn_delay (in seconds) 3. Respawn as same player on the marker zone 4. Respawn as next player in squad at the same place after respawn_delay (in seconds) 5. Respawn as next player in squad at the same place immediately 6. No respawn
  3. bauhaus

    DOES THE SCUD WORK?

    I forgot to mention in my last post that you need to set both of the triggers to "Not Present". Sorry about that.
  4. bauhaus

    DOES THE SCUD WORK?

    swilliams, Here is how you can get the scud launcher to raise the missile and fire the missile: The name scud1 below is just the name I gave the scud launcher. Â It's up to you if you want to use it or replace it with your own name. Â Make sure you give the scud launcher a name though. In a map place two triggers, one inside the other, the trigger inside being smaller. Trigger 1 (smaller trigger) Axis a = 10 Axis b = 10 Angle = 0 Ellipse (or rectangle, whichever suits you) Type = switch Activation = west (providing your player is west) Have the on activation of the smaller trigger say: scud1 action ["SCUD Launch"] Trigger 2 (larger trigger) Axis a = 50 Axis b = 50 Angle = 0 Ellipse (or rectangle, whichever suits you) Type = switch Activation = west (providing your player is west) Have the on activation of the larger trigger say: scud1 action ["SCUD Start"] Then when you play the map, go outside the first trigger and the scud will raise the missile. Going outside the second trigger and the missile will launch. You can place an object on the edge of each trigger circle/rectangle so you know where the trigger is in the game (so if you wanted to test it out and wanted to know where to go past to trip the trigger). Don't put both commands on the same "on activation" field in one trigger. Â If you do, the missile will raise and launch immediately. Â It won't look realistic. This above was just an example, there's probably a better way to explain it. I hope this helps you.
  5. Try this: Create a marker on the map where you want the respawn area to be. You can get all fancy and use colours or background styles, but it's not necessary. A simple marker will do. Make sure you give the marker a name. Edit the properties for the marker and in the Name field type in one of the names below: If the respawn area is going to be for the Russian side, then make the name: Respawn_east If the respawn area is going to be for the NATO side, then make the name: Respawn_west Make the marker an ellipse, then set the a axis and b axis to 150 to begin with. You can change the axis size later if you need to. Setting the a axis and b axis to 150 is a good starting value. In the "text" area of the marker, put something like "NATO respawn area" or "Russian respawn area" so when you're in the editor you will know what the marker is for. Next, edit the description.ext file (if you don't have one, then use notepad and make one). If you end up having to make a description.ext file with notepad, make sure that you rename the file after you save it to description.ext (it will probably have a txt extension (which won't work for this). Inside the description.ext file you need to put in two lines. These two lines describe the respawn type and how long of a delay there is when you do respawn. Below are the two lines. I've replaced the values with X and Y, don't use X and Y in your description.ext file, they're just here as an example. You need to put in a number in place of X and Y. The syntax is: respawn=X; respawndelay=Y; Where: X = a number from 1 to 6 Y = a time delay in seconds. (5 or 10 is a good choice) As far as the number from 1 to 6 goes, the 6 possible respawn values you can use are: 1. Respawn as bird after respawndelay (in seconds) 2. Respawn as same player at the same place after respawndelay (in seconds) 3. Respawn as same player on the marker zone 4. Respawn as next player in squad at the same place after respawndelay (in seconds) 5. Respawn as next player in squad at the same place immediately 6. No respawn So, say you want to respawn as the same player on the marker zone, 7 seconds after being killed. You would use the following inside your description.ext file: respawn=3; respawndelay=7; Hope this helps.
  6. bauhaus

    Flares

    Try this: For East units use: unitname Fire [“GrenadesMuzzleâ€,“Flareâ€] For West units use: unitname Fire ["M203Muzzle", "Flare"] You can replace "Flare" with coloured flares such as "FlareRed" "FlareGreen" "FlareYellow" Hope this helps you.
  7. I have a mission that I am trying to add para to. I have a trigger set so that when a specific vehicle enters the trigger, then I want the para to appear. I know how to add para soldiers to a parachute and get them to float down, but what I need is help getting them to wait to fall until a trigger has been tripped. I tried setting the chute's special field to "none" and then set it with a FlyInHeight of 100, but that didn't work, either that or it appeared elsewhere from where I was looking. If I don't "MoveInDriver" the soldier until the trigger is tripped, the parachute will still fall, only no one will be attached (this is when the parachute is set to "flying"). Anyone have any ideas on how to get this to work on delay?
  8. bauhaus

    Help with moving units.

    Could also try it with waypoints and have the leader's init field set to: this LockWP true; then set up a trigger and in the activation field: enemyname LockWP false; Where enemyname is the name you gave your enemy leader. He'll stop at the first WP (put one right in front of him). Then when the trigger is tripped, the enemy leader will go to the next WP. It may be a crude or cheesy way to do it, but it works for me. :) Hope this helps.
  9. bauhaus

    How can we change napalm

    I found the Napalm addon and a bunch of other addons at: http://www.saintholgi.de/files/Flashpoint/54rt7zs878787_Downl_874835777780/2847988888888859_dlwsite_37558785.htm#patch
  10. Also, I forgot to mention that the map was a DM map. Thanks for the help, I'll give that a shot and see how it goes.
  11. The crate I used was an empty crate (west). When I go to the crate, the option to pick up the weapon is there, so I pick one up. Then when I look, there's no rounds in the weapon. Going back to the crate there's no ammo for the weapon. The item is just not in the list. I figure that I need the weapon in hand, so I change to the Dragon (or Javelin) and then try the crate again. Still nothing.
  12. Is there anyone out there with the Dragon and Javelin addons that knows how to get them to show up with ammo when you take them from the crate? I added the Dragon and Javelin magazines into the crate first, then added the Dragon and Javelin weapons. I set the quantity to 10 for each (magazines and weapons). When I go to the crate and take either a dragon or javelin, there is no ammo. Not only that, but there's no ammo for them period. Not even able to load the empty weapon. I used: DragonLauncher and JavelinLauncher for the weapon and magazine names. I did not receive any errors during the game, so the names seem correct. Anyone have any ideas?
  13. Hi, I have a mission that I am working on and wondered if there was a way to make it so that when you got killed and respawned that you would respawn with the weapon you had when you died. I know how to have it so you respawn with a specific weapon via a trigger at the respawn area, but I was hoping to figure out a way to have you get the same weapon you had when you died (other than running to your old corpse and taking that one). Anyone have any idea on this?
  14. I've gotten it to work by: unitname fire ["FlareRed","FlareRed"];
  15. bauhaus

    scud launch script

    Place a player on your map. Place a scud launcher on your map. In the properties for the scud launcher, in the name field, type: Â Â scud1 Have the scud launcher within view of the player. Â Be sure to have the player facing the scud launcher. Next, place a trigger near your player. Set the Axis A to a value of 10 Set the Axis B to a value of 10 In the Activation By area, select: Â Â West Select "Not Present". In the Type area, select: Â Â Switch In the On Activation field type: Â Â scud1 action ["SCUD Launch"] Put an object, or a vehicle on the edge of the trigger field so you know where the edge is in the game. Â Try a flag pole or an ammo crate, a jeep, whatever. Â Make sure that the object is in the direction that the player is facing. Â This way you see it ahead of you when the map starts. Next, add a second trigger next to the first trigger. Set the Axis A to a value of 50 Set the Axis B to a value of 50 In the Activation By area, select: Â Â West Select "Not Present". In the Type area, select: Â Â Switch In the On Activation field type: Â Â scud1 action ["SCUD Start"] As you did on the first trigger, place another object on the edge of the second trigger's ring. Â This will help you see the edge of the second trigger in the game. Â Make sure that the object is in the direction that the player is facing. Â This way you see it ahead of you when the map starts. Once you have done all this, save the map and then start it up. You should see the scud launcher right in front of you. Â You should also see the two objects you placed on the edge of each trigger. Run towards the first object (the edge of the first trigger). Â Make sure you pass by it by a foot or two, then stop. Â You should see the scud launcher raise the missile. Run towards the second object (the edge of the second trigger). Â Make sure you pass by it by a foot or two, then stop. Â You should see the scud missile fire into the air. Be certain that you do not put both "action" commands on the same trigger. Â If you do, then the missile will raise and fire immediately. Â It won't look natural. If you still have problems, let me know and I can e-mail you a tiny map that only does what I spoke of on this post. I hope this helps.
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