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About _angus_

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  1. You could say that using the powerful light will cause a reduction in power and some fluctuation of the vehicle's instrumentation display. ;)
  2. Hi guys, I started from scratch and rewrote the mission. I'm not sure but I think what I did was accidentally set a sound effect in one of my triggers that was premium content. So what I was seeing in the Required Assets List was confusing to say the least. I hadn't appreciated how this worked until now, so I'll just need to be more careful. Thanks for the help. :)
  3. Hi guys, I found some likely commands, but I'm completely clueless about the syntax. How would I get a trigger to actibate when a specificvehicle enters its area? I actually want it to the end the game as our heroes evac in an assault boat. :)
  4. That might be best, as you're clearly not bothering to read what I'm writing. Nice attitude by the way.
  5. Okay, what you say makes perfect sense - it seems I have misunderstood Nikander's post. I have been through the assets in my mission and stripped out everything that shows an icon, but I'm still getting the requester. Can you advise me on how to remove the offending asset(s), or once I have loaded them into the scenario, does it remember, even if I delete them?
  6. Well, when I sequentially removed these items from the mission, corresponding entries in the Required Add-on list also disappeared, so I didn't really know what to think. Have I understood correctly, anyrhing appearing in the Required Add-on list needs to be paid for or it will generate the Left Shift P requester?
  7. I'm still confused. A lot of the items I used in my mission didn't show any icon or Premium content warning (assault boats, frogmen, set task modules etc) but removing them was the only way to clear the Required Add-on list in the Scenario menu. Which effectively removed my mission. I appreciate the help, but I think I'm still missing some key information.
  8. Thanks guys. I looked at the required addons list and I seemed to have about a dozen occurencies. It wasn't clear to me what exactly was being referred to so I gradually deleted things checking this list as I did so. So am I right in thinking that the set task and set task state modules I've been using are DLC/premium content? :-/ Because it wasn't until I'd deleted all of them that the list was cleared. As I say I think its fine for Bohemia to charge for whatever they want, but I think it should be transparent so that the user is absolutely clear on whether he's using content he must pay for or not. Maybe its me, but I don't think this is the case currently.
  9. Hi guys, I've just come back to my humble level of editing after some time away, and although the mission I've been working on is coming along nicely, I have hit a problem. I seem to have inadvertently used some DLC content, because now when I try to test the mission I am getting a 'nag requester' appearing initially on the right side of the screen. It shows Shift P and a Fighter aircraft. The thing is there aren't supposed to be any fighter aircraft in the mission, I had a parked helicopter, but I've removed that and the requester is still there. I'm completely cool with Bohemia charging for DLC or for whatever they want, but I'm just confused because I didn't mean to use any and I don't know how to identify what content I have used and how I can remove it. Can anybody help? This is on Malden by the way, in case that makes a difference - thanks.
  10. Hi guys, I've been happily playing small co-operative missions with my friend for a while, but recently changed my ISP to BT Internet. Unfortunately after copying my port forwarding details across from my old router I could not host, although I could join his games. I'm not quite sure which step solved the problem but it works now and here's what I did: Put in the port forward information. Made my pc's IP static, and specifically an address close to but outside the router's DHCP range. Turned off UPnP on the router settings and bingo - hope that helps someone. :)
  11. >> then your second trigger condition should be >> !alive whoever && this Many thanks guys, that did it - apologies for my complete thickness with this stuff.
  12. Yes, sorry, the 2nd trigger activates wth the first one, ending the game - I don't know the syntax for "Player is present AND toolbox is not alive." other than put Blueforce present with the highlightable boxes - does it need to be actually in the condition box too? :-/
  13. Thanks for the reply. I'm not quite getting it. I used a toolkit (tool1) and put deletevehicle tool1 in the on Act box of the trigger for killing the enemy guy, having placed tool1 way over yonder. In the second trigger I put the condition !alive tool1 - thinking that if the player is at the location and tool1 is dead (deleted) the trigger will activate. What happens is it activates as soon as I kill the enemy guy, before moving to the location. Sorry to be slow. :)
  14. Hi guys, I've tried, but I can't work this out. I've created a mission where essentially you need to kill an enemy soldier, and then get to a location. When you kill the soldier, I used the !alive condition and some music plays, and a text message displays, telling the player where to go. This all works fine. I then created a flag with an area at the appropriate location which creates a mission successful ending, but I need it to only work if the soldier has been killed. I tried putting in the same !alive NastyFellow in the condition box, but it did not work. How should I accomplish this simple task? :) Thanks.