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HateDread

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Posts posted by HateDread


  1. Hey all,

    Was wondering how I could set the enemy planes to attack like you see in combat videos from the Middle East - flying up very high, and dropping bombs/launching missiles. This is followed by the flak being fired at the sky/clouds, and SAMs launching left right and center, and all that yummy goodness in night vision.

    Problem is, at the moment, aircraft dive in when they attack. I need a realistic engagement style - up high, above the clouds, raining down death.

    Also, how do I force an artillery strike on a position? Do I just need to spawn shells, or an actual artillery piece and get it to fire? Either way - how?

    Cheers.


  2. Hi!

    One thing i have always wanted to do as gamemaster to give my players a unique experience is to be able to point control units and vehicles. Is there possible to add such a function to the VTS?

    Like take control of the NPC that are going to be their contact or to jump into the body of their commanding officer when he is to explain the current mission. Other example is to control the helicopter which will insert them, to get it just like I want it.

    Do you think that would be complicated to accomplish?

    Best wishes!

    /Mats

    I have a similar request. Is it possible to control AI that has already been created? Like using an edited High Command module, etc?

    Cheers.


  3. 1.03? I only have 1.02.

    >What do you actually want 'difficulty' to do ? Ie, what aspect of the game should it influence ?

    I'm not sure about the difficulty, because;

    -I'd like player markers off, at all times.

    -I'd like to be able to change respawn count

    -I'd like to be able to change gamelength

    I need a way to do all 3, with 2 dialogue options. Maybe difficulty is respawns, and then gamelength is another, then somehow turn off player markers? Not really sure.

    >I'm afraid not - I can't see any way to read the init string from the vehicle. What is it you are trying to do with the initialisation ?

    I'm after respawning the vehicle with the lights on, but then whoever gets in can choose if they want them on, and when vehicle is destroyed in battle, and respawns, I'd like its lights to go back on. I've got "player action ["lightOn", this]" in initialization field.

    Thanks so far.


  4. Thankyou for your support so far. Without this pack, my ideas for missions would fall apart.

    You may have missed this edit, it was a few minutes before you posted;

    >EDIT#2: How do I have a dialogue option for difficulty? I'd like that + time-limit. Ahhh... but respawns! I can't fit all three in!

    Thanks for adding my requests/issues to the tracker.

    EDIT: Do respawned vehicles return with whatever code has been placed in their initialization field?


  5. Thankyou.

    If I set this for vehicles, it'll over-ride the driver's light toggle, won't it? Problem is I'd still like the driver to be able to turn them off to go stealth. They only need to be on at the start.

    Is it possible to do this, but only at first, and when they respawn? It's just so people at the base can see the vehicles, at night, get in, then choose whether they want the lights on or off.

    Thanks so far.

    EDIT: Ok, so they work, mostly. They can be switched off by the driver, and they stay off, untill turned on again. Only thing I need to fix is the lights not being on when the vehicle respawns using the PVP Script Pack. How would I do this? Something to add to the initialization field?


  6. Thanks for the reply, sbsmac.

    I tried your suggestion for the physical markers around protection zones. I added "Sign=" in the text for the zones. They're still there, and they look ugly in the West base.

    So are you adding features to support such requests? That's awesome! My mission really needs East as the ones getting to the zone :/

    I'll try the Insurgency mode.

    Thanks.

    EDIT: How would you suggest I implement some sort of revive? Like, a script, etc, to work with your pack?

    EDIT#2: How do I have a dialogue option for difficulty? I'd like that + time-limit. Ahhh... but respawns! I can't fit all three in!


  7. Hey, wonderful work so far with this script pack!

    Just a few questions;

    -How do I hide the markers of one team's spawn, from the other? I don't want West getting an "East" marker on the map.

    -How do I hide "Vehicles", and other area markers, from the map? I don't want checkered circles wherever I place those zones.

    And for the mission I am making;

    East has to get across Chernarus, to a small zone on the other side, and West has to try and stop them. Either East gets to the zone, or West kills them all, and they run out of respawns, or a timelimit (not sure yet). How would I go about implementing this?

    And what if it's two different styles; one where one troop has to be in this zone, and one where the whole team has to be there. How do I do each one?

    What about random spawn locations, around the map, complete with a vehicle spawning for the player, like a bike?

    What about nightvision for only one team?

    Cheers in advance.

    EDIT: And almost forgot the most important question! How do I remove the physical barrier/markers around the edges of zones/editor markers such as "espawn", "vehicles", etc? They just get in the way. I wanna keep the ones for minefields, though. How do I go about doing this?

    Cheerio.

    EDIT#2: What about adding a marker to indicate that zone OpFor has to get to, that I mentioned earlier? How do I make markers placed in editor appear in-game?

    Cheers.

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