CME4WHOIAM
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Posts posted by CME4WHOIAM
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does anyone no how to fix that i tried 6 times im stumped
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Group: <Default>
Comment:
objective 4 complete
Trigger Event:
A member of Team A is within 0 meter(s) of HQ zone.
Responses:
Mark Objective 4 complete in the objective list.
Increment objectives counter.
Prevent this block from being reactivated.
Group: <Default>
Comment:
un peace keeper dies
Trigger Event:
A member of Team A has been killed.
Responses:
Display "A Un peace keeper has died" and register mission failure.
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:
all bad guys dead
Trigger Event:
All actors in Bad guys have been killed.
Responses:
Display "No more rebel forces" and register mission completion.
Group: <Default>
Comment:
objective 1 complete
Trigger Event:
All members of Train Station 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 Train Tracks have been killed.
Responses:
Mark Objective 2 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 3 complete
Trigger Event:
All members of HQ have been killed.
Responses:
Mark Objective 3 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
done with mission
Trigger Event:
1 second(s) elapsed.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of objectives counter) is equal to 4).
Set objectives counter to 4.
Display "All objectives have been met" and register mission completion.
Prevent this block from being reactivated.
Group: <Default>
Comment:
07:skip cinema
Trigger Event:
The player has requested to skip the current cinematic.
Responses:
Set cinema skip to true.
Fade to black.
Enable the skip cinema group script blocks.
Group: <Default>
Comment:
01:
Trigger Event:
The simulation is starting.
Responses:
Continue executing responses if (The game mode is Single Player).
Make all members of ghost undetectable.
Begin Cinematic Mode.
Make UN visible to the game world.
Play "breath_run_m " at volume 1.
Enable the A book script blocks.
Turn off platoon AI for ghost.
Hide Bad guys from the game world.
Hide Friendly from the game world.
Group: <Default>
Comment:
ghost platoon
Trigger Event:
The simulation is starting.
Responses:
Set ghost to (The player-controlled platoon).
Group: <Default>
Comment:
00:
Trigger Event:
The simulation is starting.
Responses:
Begin Cinematic Mode.
Place the camera at Camera A, facing Camera target A.
Group: <Default>
Comment:
03
Trigger Event:
The simulation is starting.
Responses:
End Cinematic Mode.
Make all members of ghost detectable.
Turn on platoon AI for ghost.
Make Bad guys visible to the game world.
Make Friendly visible to the game world.
Set Timer for cinema to expire in 10 second(s).
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Creating a counter
1. Click on script and go to edit.
2. Click on tags.
3. Click the down arrow on types select counters4. Name the counter something that you will remember what it is for. Ex: Objectives complete.
5. Click the add button.
for each objective you make you have a script to say objective complete
6 Script objectives put counter increment after each objective complete
set your counter to 4 and have it end the mission with complete
right people who helped me with it
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i no it is stop if but than what
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that is my last question for tonight i will post my script after it make sre no errors in it.
question is how do i script a cinema so if i push a button it will end it and go to the game.
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ill ask two more question tonight about cinema i will work on that part till it get it done than i will work on my 2nd mod. i will only ask more than two questions if
a. i dont understand question 1 still
b. If my script has an error and i dont no how to fix it.
you have a little dude running around in your head too telling you to burn things?
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found the problem i didnt have alertness first on locked combat i had it last. Thanks for the help
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i have it locked in run but they arent running. Im not that basic this never happened before. They always run when i have them locked in run.
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i dont like that i will use this message board only but ill cut down my questions alot i mean im just rushing because scholl going to start in like 4 days so i want to get as much done now once school starts i wont be on as much.
no hard feelings?
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lol it was a joke i found it my self. i cant seam to get that to work and my men dont run they walk why they walk i have them scripted to run
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thats mean u should do if for me because im the best. o well
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i ment wav like .wav file extension lol wave
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i no how to add sound but is there a wave for a male running.
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No i was not aware of that thanks ill change mods name
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my cinema so far? is it right
Group: <Default>
Comment:
objective 4 complete
Trigger Event:
A member of Team A is within 0 meter(s) of HQ zone.
Responses:
Mark Objective 4 complete in the objective list.
Increment objectives counter.
Prevent this block from being reactivated.
Group: <Default>
Comment:
un peace keeper dies
Trigger Event:
A member of Team A has been killed.
Responses:
Display "A Un peace keeper has died" and register mission failure.
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:
all bad guys dead
Trigger Event:
All actors in Bad guys have been killed.
Responses:
Display "No more rebel forces" and register mission completion.
Group: <Default>
Comment:
objective 1 complete
Trigger Event:
All members of Train Station 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 Train Tracks have been killed.
Responses:
Mark Objective 2 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 3 complete
Trigger Event:
All members of HQ have been killed.
Responses:
Mark Objective 3 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
done with mission
Trigger Event:
1 second(s) elapsed.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of objectives counter) is equal to 4).
Set objectives counter to 4.
Display "All objectives have been met" and register mission completion.
Prevent this block from being reactivated.
Group: <Default>
Comment:
testing for cinema
Trigger Event:
The simulation is starting.
Responses:
Begin Cinematic Mode.
Place the camera at Camera A, facing Camera target A.
End Cinematic Mode.
Group: <Default>
Comment:
07:skip cinema
Trigger Event:
The player has requested to skip the current cinematic.
Responses:
Set cinema skip to true.
Fade to black.
Enable the skip cinema group script blocks.
Group: <Default>
Comment:
01:
Trigger Event:
The simulation is starting.
Responses:
Continue executing responses if (The game mode is Single Player).
Make all members of ghost undetectable.
Begin Cinematic Mode.
Make UN visible to the game world.
Enable the A book script blocks.
Turn off platoon AI for ghost.
Hide Bad guys from the game world.
Hide Friendly from the game world.
Group: <Default>
Comment:
ghost platoon
Trigger Event:
The simulation is starting.
Responses:
Set ghost to (The player-controlled platoon).
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how do i and what is enable A script block its from plantation on IT 01:
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thats i figured that out

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i just learned counters and proximity ghost.
for the cinema i want a sniper shooting a enemy in the woods from the woods. what IT mission would best help me on that. I learned how to skip the movie with the flag fade out and group enabler from plantaion
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i no i just learned proximity and counters this week but rush rush before school.
please help
also how do i do the groub enabled thing i looked throught it didnt understand it.
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Yes sir mr. jack57 sir
i never fell asleep reading a tutorail in my life unless a teacher gave it to me
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how do i make them i never made them before so please try to explain in great detail.
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sorry i think you miss understood me
where do i put the camaras as do i put them on the map with ctrl.
how do i get my sniper do i add him the same way. along with enemy
i no where im going to do me "movie"
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some where do i put the cameras how do i get my sniper and enemy on cameras how long should it be how do i know how long it will be
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I want the extraction the last thing objective
What is wrong with my script now?
in GR - Mission Modding
Posted · Edited by CME4WHOIAM
i put it to time expire
learning counters and proxiy platoon at once is big for you chucky? how am i to get better if i dont try new things and master them?
i no like most small stuff that i need just not the big stuff i want