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CME4WHOIAM

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Posts posted by CME4WHOIAM

  1. 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) :thumbsup:

  2. :huh::blink: i wanted them to go off .5 secs after one another. lol i work something out or if i dont i will do a post

    I 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

  3. 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.

  4. 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 :huh::blink:

    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

  5. 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

  6. 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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