CME4WHOIAM
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Posts posted by CME4WHOIAM
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in my mod i have 3 tanks you must take out. the problem is i have a tank random script so sometimes a friendly tank will destroy the tank for me. how do i script it so the game knows how many AT4 i need depending on if i need to blow the tank up or the friendly tank does.
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3 things
1. I put the extra plans in trigger plans right
2. do i need any plans for the tank like for a default
3. I have 6 men folloowing that tank do i need to have them teleport as well. (i want them to have 1 plan)
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i dont no how to do the random thing i read the post on page five and the messages and im stumped.
the guys never do the plan because the are to busy dieing.

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never did the random thing so i still may need help with it.
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objective 1 hold base i have enemies run toward base and u kill them. once they are dead i have a tank with 6 men come and some times i want it to be destoyed by a friendly tank other times i want u to need to AT4 it and lastly i want it to destroy a friendly tank.
need more?
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i got this done
Group: <Default>
Comment:
random
Trigger Event:
The simulation is starting.
Responses:
Continue executing responses if ((The value of random counter) is equal to (A random integer between 1 and 2)).
is that right and what are the next few steps.
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brass factory?? i cut the number of tanks i had.
i have 1 enemy tank on offense and the 3 friendly on offense. i have 6 men following the tank and the tanks will spreed out.
im also going to hide the tanks and guys for a while. will that help with the lag problem?
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im lost already 
i read the tutorail

i read the post.
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that helps out alot both of u. ill see what i can do with this and go from there.
I hope this mod comes out good i like tanks because they make things go BOOM!!!

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I am making a mod with alot of tanks. 3 on friendly and 5 on enemy. I was wondering is there away to script it were some games a friendly tank will be destoryed and others enemy tanks will be destoryed and u have no control over it.
On battle field can a tank go over a crater or do u have to set a path around it.
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i wanted them to go off .5 secs after one another. lol i work something out or if i dont i will do a postI have a platoon with 3 people. 1 is a radio man. I set up a proximity for the radio man to get with in a zone called bombs away. and i have 4 explosions in a row like it is coming out of a flying fortress (its 3 in the morning i cant think of the number) B 52 i think.
o yeah before i forget if i do a effect for dmg and there is a tenk there will it blow my tank up? or do i have to script it with destory vehicle and spend ten years to get the timeing right
would this work?
trigger: TimeElapsed
response:
block preserve
continue if (actor valid) *
display message all
effect actived
effect actived
block removed
trigger: TimeElapsed
response:
block preserve
continue if (actor valid) *
effect actived
effect actived
block removed
* totaly not sure if it works. is there a thing if actor is alive
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if i have multi explsions do i need a timer to set off each one or can i use one timer set for .5 secs and use it to set them all off
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some dont need and some do need what do i need to use it on? You can just do a few or all.
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ok, i dont have that program
. I need someone to make me a map lol than i could do what i want to do. o well ill just change one of my objectives and the briefing. -
1. Is it possible to hide the boats, raft, docks, sand box, and umbrelas from the game world? If so how
2. is it possible to change the water color with out any other programs.
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i tried to fix my problem didnt touch anything but the problem and now a proximity i used before doesnt work. im about to sledge hammer my computer what do i do i dont want to rescript the whole map
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for each mission do i have to script what medals people get for being injured and for the kills they had
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i think some thing got missed understood. you can be heard not seen. i have it platoon heard by company u can use a fully auto m4 as long as you arent seen.
i have people walking to making loop paths.
also i did have a guy walk right towards me and get close i thought he say me than i shot him in the head with my sniper rifle.
i dont no how to mod guns and actors i want to learn i read a tutorail on actors but still dont get how to do it.
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umm
1st ego if u make enough sound or if u fire a gun that isnt silence u tend to do distract attention. so they will fire even if they dont see u if that happens.
Mc


san i dont no how to make that kind of file with it if u tell me i could sure try.
you need blockpreserve i got that part scripted

i do have them spred out some may see them die but they are far away. i tested it even no i wasnt done to make sure i skriped right the first guy i say i shot in the back of the head close rangle with silent pistol
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i call it Camouflage. The object of the game is to go from the insertion zone to the extraction zone. (recon) the only thing is if you are seen you lose. You may shot the enemy they may shot at you if they here you but if u are seen u lose
it is single player u should have 1 person and you go across the map. hiding
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did i miss something.
all my proximitys are working except show town all 3. i tried it on campaign and no one showd up. any clue. *i did try looking at the script.
Group: <Default>
Comment:
ghost platoon
Trigger Event:
The simulation is starting.
Responses:
Set Ghost to (The player-controlled platoon).
Group: <Default>
Comment:
show street 4 platoon 1
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 4 platoon.
Responses:
Make Street 4 platoon visible to the game world.
Group: <Default>
Comment:
hide street 2/6 town hall and square
Trigger Event:
The simulation is initializing.
Responses:
Hide Street 2 Platoon from the game world.
Hide Street 3 Platoon from the game world.
Hide Street 4 platoon from the game world.
Hide Street 5 Platoon from the game world.
Hide Street 6 Platoon from the game world.
Hide Town Square Platoon from the game world.
Hide Town Hall Platoon from the game world.
Group: <Default>
Comment:
show street 4 platoon 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 4 platton 2.
Responses:
Make Street 4 platoon visible to the game world.
Group: <Default>
Comment:
show street 4 platoon 3
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 4 platton 3.
Responses:
Make Street 4 platoon visible to the game world.
Group: <Default>
Comment:
show street 4 platoon 4
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 4 platton 4.
Responses:
Make Street 4 platoon visible to the game world.
Group: <Default>
Comment:
no players left
Trigger Event:
All players have died or left the game.
Responses:
Display "No players left" and register mission failure.
Group: <Default>
Comment:
counter
Trigger Event:
The simulation is initializing.
Responses:
Set objectives counter to 0.
Group: <Default>
Comment:
objective 1 complete
Trigger Event:
All members of Town Hall Platoon have been killed.
Responses:
Mark Objective 1 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 2 complete
Trigger Event:
All members of Town Square Platoon have been killed.
Responses:
Mark Objective 2 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 3 completed
Trigger Event:
All members of Court house platoon have been killed.
Responses:
Mark Objective 3 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
show street 3 platoon 1
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 3 platoon.
Responses:
Make Street 3 Platoon visible to the game world.
Group: <Default>
Comment:
show street 3 platoon 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 3 platoon 2.
Responses:
Make Street 3 Platoon visible to the game world.
Group: <Default>
Comment:
show street 3 platoon 3
Trigger Event:
A member of Ghost is within 0 meter(s) of Show Street 3 platoon 3.
Responses:
Make Street 3 Platoon visible to the game world.
Group: <Default>
Comment:
show 2 street platoon 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show 2nd street.
Responses:
Make Street 2 Platoon visible to the game world.
Group: <Default>
Comment:
show 2 street 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show 2 street 2.
Responses:
Make Street 2 Platoon visible to the game world.
Group: <Default>
Comment:
show town hall platoon
Trigger Event:
A member of Ghost is within 0 meter(s) of Show town hall platoon 1.
Responses:
Make Town Hall Platoon visible to the game world.
Group: <Default>
Comment:
show town hall platton 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show town hall platoon 2.
Responses:
Make Town Hall Platoon visible to the game world.
Group: <Default>
Comment:
show town hall platoon 3
Trigger Event:
A member of Ghost is within 0 meter(s) of Show town hall platoon 3.
Responses:
Make Town Hall Platoon visible to the game world.
Group: <Default>
Comment:
show street 2 platoon
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 2 platoon .
Responses:
Make Street 2 Platoon visible to the game world.
Group: <Default>
Comment:
show town square platoon 1
Trigger Event:
A member of Ghost is within 0 meter(s) of town hall 2.
Responses:
Make Town Square Platoon visible to the game world.
Group: <Default>
Comment:
show town square 2
Trigger Event:
A member of Ghost is within 0 meter(s) of town sqaure 1.
Responses:
Make Town Square Platoon visible to the game world.
Group: <Default>
Comment:
show tow quare platoon 3
Trigger Event:
A member of Ghost is within 0 meter(s) of town square 2.
Responses:
Make Town Square Platoon visible to the game world.
Group: <Default>
Comment:
show street 3 again
Trigger Event:
A member of Ghost is within 0 meter(s) of street 3 again.
Responses:
Make Street 3 Platoon visible to the game world.
Group: <Default>
Comment:
objective 4
Trigger Event:
A member of Ghost is within 0 meter(s) of Extraction zone.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The number of members of Ghost within 0 meter(s) of Extraction zone) is equal to (The number of active actors on Ghost)).
Continue executing responses if ((The value of objectives counter) is equal to 3).
Mark Objective 4 complete in the objective list.
Set timer to expire in 3 second(s).
Display "All objectives have been ment." and register mission completion.
Prevent this block from being reactivated.
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humvee can hold at least 2 people i no that for sure. i sould firgure that out for my tutorail how many people can fit in a humvee and a jungle jeep
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im going to make a mod and i was wndering could i have a humvee with a driver ride to a point stop pick a person up and go back? if so how you script that?
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ok thanks for the help.
Absolutely Insane MP Mission Ideas...........
in GR - Mission Modding
Posted · Edited by CME4WHOIAM
this is my dream mission but i need someone to make me the map. (and i need to learn mor scripting)
the setting. A beach. (not beach resort) The beach has blue water. You have a nice size platoon in the water and u insert. Than all the people run towards the beach. (mines in the water). You get to the beach and need to crawl under some barbed wire. ( few more mines under wire). sand beach
the enemies first line of defense is some sand bags layed down where they can can from and get good protection.
the enemies second defense is a big hill you need to climb up with bunchers in it for enemies.
the last line of defense on top of the hill is some pill boxes and a 2 round pill boxes with a door in the back to go to inside there a controls on top are to big guns
like that will ever happen. I want so much.
i tried with beach resort the men running and the mines it was ok but no defense for the enemies and the boats and stuff arent what im looking for
for SP and CO OP
san if u read this please make the map. the map would be beutiful. (pill boxes again im inlove with pill boxes, tanks, blood, and my two babies the ak47 and sa80)