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Big_D4ddy

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Everything posted by Big_D4ddy

  1. Works perfectly thanks, just what I was looking for! :)
  2. I am hoping this gets looked at next as it does spoil the game greatly having God like AI spotting you no matter how stealthy you are, also I hope the MOD community gets to grip with it too(fingers crossed)....
  3. Big_D4ddy

    AI Helicopter Gunners

    Yeah, noticed this myself while just doing the Air showcases, I think AI needs a bit of tweaking both air & ground, especially the god like aiming of AI soldiers...
  4. Hey guys, I'm trying to set up 2 B17 bomber's at the finale of a mission using i44 mod, I've set up the targets to destroy. But I want the bombers to fly in after I have killed a certain unit On the bomber move waypoint I have On Act: bombing=true In the Trigger, Cond: bombing On Act: ;bomb1 = "Bo_GBU12_LGB" createVehicle (position AA1) AA1 is the vehicle to destroy The bomber flies in great, bombs the target no problem, but it does it straight at the start of the mission and not when I kill the unit I want. I've tried a trigger with !alive name and synched it with the bomber waypoint but the bomber still flies in at mission start. i know its some thing silly I'm missing but I'm abit new to this editing :p Help much appreciated......
  5. Big_D4ddy

    Tasks

    If you using this script (preferably at the start, if you want to have visible only a task 1), so other tasks (tsk2, tsk3, tsk4) will be invisible after a period of time, until you show up: aP removeSimpleTask tsk2; aP removeSimpleTask tsk3; aP removeSimpleTask tsk4; It should work ... Was also looking for this too, so thanks! the tasks work fine, show on the map fine, but I cant figure out where to put the above code so that task2, task3 etc are hidden until the previous task is completed
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