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CME4WHOIAM

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Posts posted by CME4WHOIAM

  1. i want when one of the single players or on multi player coop a person we play steps in a zone and it shows people on the next street but it doesnt show them whats is wrong with the script.

    Group: <Default>

    Comment:

    ghost platoon

    Trigger Event:

    The simulation is starting.

    Responses:

    Set Ghost to Ghost.

    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 Court house 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:

    game over

    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).

    Display "All objectives have been ment" and register mission completion.

    Prevent this block from being reactivated.

  2. is it possible to show like a maofauge sniper shooting a guy and go like that.

    Tthis is what i want. woods area switch two a sniper scope with a enemy shot the enemy go back to the woods have a sniper stand up who was ccamflauge and than go black and if possible again say one shot one kill

  3. did i do somethign wrong that street 4 platoon doesnt show with my proximity? if you make corrections please put them in bold

    Group: <Default>

    Comment:

    ghost platoon

    Trigger Event:

    The simulation is starting.

    Responses:

    Set Ghost to Ghost.

    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.

  4. still didnt work whats wrong now

    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 (0 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.

  5. umm not sure im not very good at scripting dont no all the fancey terms this is what i have

    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.

    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 true.

    Set objectives counter to 4.

    Display "All objectives have been met" and register mission completion.

    Prevent this block from being reactivated.

  6. please number the answers to the questions

    1. How do i choose the number for the counter

    2. how do i end missions with a counter with no etraction zone

    3. How do i make a reugee drink or smoke

    4. Heros do you start with them in a campaign

    5. How do u unlock them.

    6. I have a mission that if i cilvian gets shot the mission ends but if i get shot it says a cilvain got shot and ends the game and i still have teammates left. How do i change it so i can still go but have one dead soilder.

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