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fasterthanlight

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Everything posted by fasterthanlight

  1. fasterthanlight

    Outro with not all enemy dead.

    Thanks Grimes. Looks good. ---------- Post added at 04:43 PM ---------- Previous post was at 04:15 PM ---------- Do you know of a way to count a total of 10 dead. I am not using the ACM but if I did on another mission, you are right, it would almost be impossible to count. How about just 10 dead at all, not 10-100?
  2. Here is what I have for my briefing; Task1 = player createSimpleTask ["Neutralize suspected AA site 1"]; Task1 setSimpleTaskDestination (getMarkerPos "aatung1"); Task2 = player createSimpleTask ["Neutralize suspected AA site 2"]; Task2 setSimpleTaskDestination (getMarkerPos "aatung2"); Task3 = player createSimpleTask ["Neutralize suspected AA site 3"]; Task3 setSimpleTaskDestination (getMarkerPos "aatung3"); Task4 = player createSimpleTask ["Neutralize suspected AA site 4"]; Task4 setSimpleTaskDestination (getMarkerPos "aatung4"); Task5 = player createSimpleTask ["Neutralize suspected AA site 5"]; Task5 setSimpleTaskDestination (getMarkerPos "aatung5"); What is needed for each task to complete? and What is needed for a trigger to sense all are done, and end the game?
  3. fasterthanlight

    5 concurrent tasks

    I went back and had to use !alive tung1 for each of the 5 tasks. Thanks all.
  4. fasterthanlight

    Outro with not all enemy dead.

    I will try this. How about being able to end the game with no more than 10 civilians being killed?
  5. fasterthanlight

    5 concurrent tasks

    I'm not sure what has to be changed where. in task trigger named Task1; Activation of OPFOR NOT PRESENT or !alive tung1 On Activation field; "1" objstatus "DONE"; tskobj_1 settaskstate "SUCCEEDED"; tskobj_1 = true; publicVariable "obj_1"; ??
  6. Thank you. I thought that was just for starting flying height. This works. I ended up making one WP and a second with the Cycle. It makes it more random. Also, the 5 WP's don't cooperate with the AA. The choppers seem to adjust the height on each WP. But they do cycle. Thanks all.
  7. I created a test on Utes. I have an Osprey that starts in flying, moves NE to WP1, normal speed, then W WP2, then SE to WP3. I told WP3 to CYCLE and the Osprey will now only fly between WP2 and WP3. I am trying to make it fly a full 4 WP sortie and have it go until the JP-8 runs out. What is needed to have it change and act the right way? Also, I do the same with a pair of Cobras, and they stop at each WP even though I have not put any delay on it. ...?
  8. They seem to act real stupid when I put a Tunguska in. :) The Cobras don't know how to fly the landscape, they always hit trees. Is there a way to make them stay a certain height?
  9. fasterthanlight

    Exclusion Zone

    I agree with your thought. It's more toward making players enter a part of the map and not think about flanking. I want to force a continued LZ.
  10. I see that in the modules there is a Zone restriction module. This is for creating a safe zone, right? How can I section off an area so that you cannot move past the barrier by a large area? I don't want to use H barriers over kilometers.
  11. How would I go about making a vehicle spawn with objects around it in a random area. For instance. I want an M1 to spawn in an area. I can tell the POP 50 and it will give me a radius that it will spawn each time. How do I make a fortification spawn WITH the tank in a random 50 meter area?
  12. fasterthanlight

    Add action to join your team

    Works like a charm. Thank you ... again... Kylania.
  13. I did a quick search and did not find what I wanted. I am looking to have 2 pilots join my team after an add action selection that does not require you to be a rescue operator. This is a non Dom map. What, if any script do I need, and what goes in the init?
  14. Last time I knew, SOM won't work on dedicated, right?
  15. Trigger needs what text, when; HVT is dead. (!HVT alive) ?? Then a message has to appear that says; Keep eliminating enemy Once that is done, all blufor have to get to evac site. This will trigger end of game.
  16. fasterthanlight

    Multiple respawn points

    Okay. Let me try again. This kinda has 2 points now. First, I wanted to just be able to make 3 different spawn points on the map. A group of alpha, bravo, and charlie spawns. Charlie has to spawn at height. 18m to be exact. Then in the course of looking into this and asking about it here. I then started messing around with the teleport script. The teleport script works very well as long as you are on the ground. I have tried to use the teleport to get a man to the Nimitz which is 18m high. The man only seems to spawn in the water. The marker that the teleport uses, I don't see a way to make it see height. I can, in place of a marker, place an object and name it Nimitz. Here I can add a spawn height for the bags. I was hoping that this would make the man teleport to the deck of the Nimitz. It does not though. He will either spawn in the water, under the carrier or at a x,y axis of 0,0.
  17. fasterthanlight

    Change Domination entry song

    It works! Fantastic everyone. Thanks again to you all.
  18. fasterthanlight

    Change Domination entry song

    I'll give this a try. Thanks guys.
  19. fasterthanlight

    Multiple respawn points

    The player is spawning in the water in the lower left corner. It must be a 0,0 default axis? No I did not. In what init would that go?
  20. fasterthanlight

    Multiple respawn points

    Yes, I want to have the men auto respawn to a certain point, automatically. I will try the above. I like it. I am using the teleport script for now and I have this issue; Can't respawn to height of USS Nimitz. It is 18m high. I have this in an object name USSNIMITZ; this setPosASL [getposASL this select 0, getposASL this select 1, 18]; But the man won't teleport there, he just drops in the water. Additionally, I can't seem to find how to make a marker show height. (That would be easiest.) Can that be done?
  21. I have some torpedo's in my mod pack and I am trying to blow them up after being placed on the map. The don't seem to take damage. I have also set the health/armor to a minimum and tried to get them to blow up. I am not sure this is even possible. Is there a way to make this happen, for any object, say even a lawn cutter?
  22. Hey again... How can I change Dom 2 to generate the OD assets instead of the Desert ones? Camo nets for the AA and Base defense? Also, Where can I change the "sleep" so that the first Main AO starts at 60 seconds instead of around 30?
  23. fasterthanlight

    Change Domination entry song

    Can you simply just add; class CfgMusic { tracks[]={}; class Music { name = ""; sound[] = {"Music.ogg", db+0, 1.0}; }; }; to the end of your description and it would override the default music?
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