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Tinker

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Everything posted by Tinker

  1. Thnx for the help, as you see, not even using the F2 files. Will clean out my folders of other scripts and start it over. :)
  2. No list of players to be seen. 5 in server on a dedi. Not sure about filter AI, will check again next time I see anyone.
  3. Can someone kindly tell me why my breaks do not work? :butbut:
  4. x 2 for above issue with getting gear before mission starts. Also spectating script not working 100%, not able to select character to follow. Probably simple fix, but cannot test until tonight. // KEGsShownSides = [west, east, resistance, civilian]; Mine looks like this: // KEGsShownSides = [west]; Do I just remove the // from the start?
  5. Yep, trying to keep naming conventions correct, my version numbers at the end of name do not show in UI. co_09 Op_Wildfire pt_01 v_01 co_09 Op_Wildfire pt_02 v_01 co_09 Op_Wildfire pt_03 v_01 I had originally a longer main title name, but had to think a new 1 up. This just fits, but not ideal: co_09 Op_Wildfire pt_1 v_1
  6. Sry to be a dum dum, but what is an agent?
  7. hehe same question I was thinking. Set the vehicle to captive, enemy will completely ignore it, and it`s passengers. Then place a trigger around the area you want, if vehicle enters area, remove captive, enemy will fire at you. http://i131.photobucket.com/albums/p292/9MS-Admin/veh_trig.jpg But not able to work out the code for removing captive at present. Or maybe a better way?
  8. http://i131.photobucket.com/albums/p292/9MS-Admin/boobie.jpg 1 last little issue, :o but no biggie, can go without. All missions functioning at last correct. 1: Officer starts 2: Runs into barracks at start 3: Triiger to make him escape after x deaths 4: Jump in car 5: Move to airfield #4 does not work, he completely ignores the waypoint and runs to airport. Not a big issue, mission still fails when he gets there, but would like him to be faster and use car, to make players advance to compound more before opening fire. Have tried synching him, but nothing seems to work. Read a few topics, GET IN waypoint seems to be correct.
  9. :D Kylania, thnx for the demo, I can see what you have done, just not sure about the switch command. Not much on it in the wiki.
  10. Intro to a mission, the AI deal with 2 incoming Heli`s. Usually all fine but. Problem is, just 10% of the time, 1 of the Heli`s crashes into base perimeter and takes out some troops. As it is just an intro, players need to do nothing but watch or hide, I would like to set all allies to allowdamage false. But cannot find a way to set them all back to true after 30 seconds.
  11. Tinker

    allow damage

    Yep, took some fiddling, but they just miss your heads on Insertion and crash 10M behind barracks.
  12. Tinker

    About spotting enemies

    Opposite problem for me. Last night, example, I called out 6 - 7 enemy positons, plus a vehicle. I give you my word, I could not see 1 single target at all. And was left wondering WTH. :( Had a sniper rifle and spent ages loooking, but nothing to be seen from my position.
  13. Tinker

    allow damage

    :D Added 2 of these to the start of mission 2. Looks awesome. Thnx.
  14. Before mission begins, all my briefing screens looks similar like this: http://i131.photobucket.com/albums/p292/9MS-Admin/tsk_0.jpg Is there any way to not show the allies before mission begins?
  15. http://i131.photobucket.com/albums/p292/9MS-Admin/allies.jpg There is no player. 9 playable units in 3 teams, ai disabled. Again not a big issue, but each mission with allies seem to show them all on the briefing screen before the game starts.
  16. :D Works great, cheers.
  17. On my own local pc testing through MP, after export to MP.
  18. Obj 01: Secure point alpha. trigger / once / bluefor present Problem is, if you manage to not get shot down, and fly over the trigger area, you complete the objective. How to make it trigger by bluefor present and opfor not present?
  19. Hi, tasks is not the issue. Being able to see the green allies and vehicles and so on the map before the mission starts is. :confused: Would like to not see any of them until into the mission.
  20. Awesome, needed to know this for several things. Thnx. :) Out of interest, is there a reason to use && instead of and. I have used and in other triggers, all seems to work fine.
  21. Reomeved from missions, all seems fine, thnx for explanation.
  22. Thnx for this, just having a browse now. Hope you ready for some questions. Your init file states: execVM "briefing.sqf"; I have been using: nul=[] execVM "briefing.sqf"; Can you explain the difference, not sure what nul=[] means, copied it from another file.
  23. Mission complete, tested dozens of times here SP. All fine so far. Passed it to a freind who hosted it on his Dedicated. All looked fine in briefing screen etc... 5 of us joined. 2 Helis and 2 planes did not even appear at all at the start of mission? Where the heck did they go? Also on the Dedi, when you died, instead of respawning at base, you had all objectives complete, mission over, and had to sit looking at the end score screen. But others where still playing the mission? Any takers?
  24. Respawn issue fixed. Forgot to add a respawn_west marker. :o Starting mission MP, there are no tasks or notes to be seen until you spawn into game. :confused: TBH, I thought there would be a sticky on this. (Maybe my searching missed some posts) You finish your mission, test it in preview, all works fine, when ready export to MP. But there is a lot of things needed here inbetween I cannot figure out. Looked at lot of other missions, but they all have all sorts of different setups. Game logic did no good too, sry.
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