CME4WHOIAM
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Posts posted by CME4WHOIAM
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IT WORKED TAHNK U!

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i no i only have 3 increments im not fully sure how to do my fourth one so im waitign to make sue the rest of the mission can work before i spend time doing it.
i read the other post if this is basic what is advance?
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ok how i do that this is my first time doing it i just finished my first mod today i am a noob at the game and scripting lol

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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.
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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
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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.
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thank you to all. For answering my questions. just think i only have questions for 4 more mods before my camapign is done
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lol i have alot of questions
any specail program -
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.
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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.
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When i start the game up it says all objectives have been ment and ends the game how do i do it so it doesnt do that.
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i no but i have no clue how to do counters i have a mod thats done but needs the counter work. If i learn to do counters i can finish it. Ill try what u said

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1. How do i choose the right varible
2. how do i end missions with counters that have no extraction zones just 4 objectives (please help and explain it well never done a counter right before)
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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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i new what a kit was just wanted to know what they all where should have been more specific.
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lol i must of doubled clicked it and not clicked multi coop thanks
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my 2nd map of the campaign im making wont show up on quick missions it did last night i changed some things now it wont. how do i get it back i am far and dont want to start the map again
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right im not good with scripting. i dont have an extraction zone what do i do.
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1. at4
2. default
3. dragunov
4. oppossing force 0
5. oppossing force 1
6. oppossing force 0
7. oppossing force 2
8. oppossing force 4
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thanks for the tips jack57 that helped alot i dont think ill go that in depth though
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Thanks alot the 1st part helped ALOT. The second part though im still confused on i never did it before. If you could explain it more deeply it would be of great help. If you have aim could you give me your screen name to talk to you on.
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how do i make it go mission to mission in single player like the regular campains do.
how do i startup: set 'Ghosts' to (player-controlled) platoon.
Now you can select the ghosts in proximity-platoon
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ok? san im a novice at scripting how do i do startup: set 'Ghosts' to (player-controlled) platoon
how do a cinema for my missions
in GR - Mission Modding
Posted
why no reticule. could you tell me the basics on how to start it and stop it and maybe how to add things