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wookie

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Everything posted by wookie

  1. I realize I am a little late on this, but I just made a mission for my wife with a hostage... I put them on hostage behavior with no weapon.kit and they are invisible to the map and the baddies don't touch her....there is even a tango right next to her....post your script and we might be able to get this squared away for you.. Cheers
  2. Is there a plugin that will work with Gimp?
  3. Thanks, I got the teleporting thing working well. I appreciate all the help.
  4. Typically I only use it under 2 situations. 1. I am taking fire and I have taken cover. I peek/hammer a few rnds and return while enemy fires on my pos...repeat. 2. I have cover and know the enemy is around, just to check out the area and keep concealed. Other than that I can move better by strafing. Been shot in the back of the head too many times in CQB to rely on peeking.
  5. @######,the x value i believe, as BornToKill said, is the delay (i.e. it waits 5 seconds before initiating) As for the height of the effect it depends on the effect, and the height you set it at, also I believe it depends on if it is grounded. I may be wrong, but I am still learning myself Good luck hope it works
  6. Personally I never have the cover/defense station arc any larger than 90degrees and with that setup the only time the tango releases the MG is if you fire behind him.
  7. ######, did you put any settings in the (x)(y) part of "smoke_large_type1(x)(y)"? The reason I ask is I have a mission that has multiple burning vehicles, and explosions and I didn't have this issue.
  8. Currently we have rf01_Trenchfoot in beta testing, and will soon have the next installment in beta. Total of 4 missions coming out.
  9. Keyboard E=forward D=backward S=left F=right R=peek R W=peek L T=change item B=binocs V=raise stance C=lower stance Q=soldier status Tab=Command Map Caps=NVG L Shift=quick command map L Ctl=toggle command map G=reload H=rate of fire Y=max/min zoom L=leaderboard Space=perform action L Alt=TS Talk Mouse Button 1=fire Button 2=walk Button 3=TS whisper key Button 5=TS whisper key Mouse Wheel=zoom That is about it...the numbers above the keyboard I leave as default, and the number pad I have set for team communication hotkeys. I moved the standard WASD setup over so that I could easily find my keys by finding the nipple on teh F key with my index finger
  10. everytime I attempt to create the .xml file using the sound editor igor freezes up...is there a certain trick to doing this?
  11. Set your hostages to 'Hostage behavior' That is what I do
  12. Sweet! Thanks again el nino, I greatly appreciate your help. I will post when my mission, rf01_Trenchfoot is completed, and done bet testing.
  13. That helps, but do I need to abort plan before executing the 'go to location x' plan? As for the teleporting them, I don't want to have a member of playerplatoon keeping an eye on the patrol when *poof* they dissapear. I appreciate the advice though
  14. Ok, here is what is going on... I have random patrols (el nino this is the same mission with the teleporting friendlies) that depending on where the frienlies teleport to, determines the path of the tango. Each zone that the tango enters has a random # chosen and they move acordingly. The thing I want to do is this: when the friendlies arive at their destination, I want all the tango's to move to x location. I have no Idea where exactly the tangos will be when they need to move (random paths) but I still need them to move to x location when friendlies reach y location...if that makes any sense
  15. Does anyone know the maximum distance an actor can be from a plan in order for them to follow that plan?
  16. I think I found the answer...so disregard plz
  17. OK, here is the scenerio...you have completed your objectives, and are on the way back to the EZ when you see that all of your escape routes are blocked by armor (note: no AT allowed in mission). I want to set up an A-10 support strafe. I have the sound (might have a question on this one a little later ) but my dellima is the effects. I know that with time elapsed/timers you have 1 second intervals...is there a way to get this down to a much shorter time rate, to realistically simulate the A-10's firing pattern? Would this be done with a long list of effects? Or would they all blow at once? Can you use the 'if' and 'then' commands to designate the effects? (i.e.: 'if' effect01 has been activated 'then' activate effect02.....down the line) Any help will be greatly apprecieated here, thanks in advance
  18. Right now I am getting my objectives in working order, that should be done in a couple of days, after that I just need to set the tango's to do their thing. Therin is another random configuration. I am hoping to get the mission complete sometime in the next week or so....hopefully I will let you know when it is up and running.
  19. Thanks el ninio, I think the block of having the same platoon teleport to two different locations was it, but by adding the random integer during pre-action it seems to have made things run smoother, have yet to run into a teleportation issue since remedying this. now I jsut need ot get all my objectives to work
  20. So I just need to make a counter for each platoon (goodguys/friends), and have the random integer occur in the pre-action? I will have to check that out, and I had not noticed that I had goodguys teleporting twice in one block. I will play with it over the next couple of days and see if I can't get it to work. Otherwise I will send you the mission to see if you see something I don't. Thanks again.
  21. @ wwoody-I will check out the time elapsed thing. Is it REQUIRED that I have a teleported from block? @ NexuS- I already have the player platoon selected, this script is for 2 seperate hostage teams. I want one to teleport and stay visible, and one to teleport then be hidden until you reach the first set of hostages. thanks fellas
  22. OK here is the script as it stands..... Group: <Default> Comment: move1 Trigger Event: The simulation is starting. Responses: Allow this block to be reactivated. Continue executing responses if ((A random integer between 1 and 6) is equal to 1). Teleport all members of GoodGuys to freindly01. Teleport all members of friends to friendly06. Hide GoodGuys from the game world. Assign Soldier01 to Soldiers and execute. Prevent this block from being reactivated. Group: <Default> Comment: move2 Trigger Event: The simulation is starting. Responses: Allow this block to be reactivated. Continue executing responses if ((A random integer between 1 and 6) is equal to 2). Teleport all members of friends to friendly03. Teleport all members of GoodGuys to friendly05. Hide GoodGuys from the game world. Assign Soldier01 to Soldiers and execute. Prevent this block from being reactivated. Group: <Default> Comment: move3 Trigger Event: The simulation is starting. Responses: Allow this block to be reactivated. Continue executing responses if ((A random integer between 1 and 6) is equal to 3). Teleport all members of GoodGuys to friendly03. Teleport all members of friends to friendly04. Hide GoodGuys from the game world. Assign Soldier01 to Soldiers and execute. Prevent this block from being reactivated. Group: <Default> Comment: move4 Trigger Event: The simulation is starting. Responses: Allow this block to be reactivated. Continue executing responses if ((A random integer between 1 and 6) is equal to 4). Teleport all members of friends to friendly02. Teleport all members of GoodGuys to friendly05. Hide GoodGuys from the game world. Assign Soldier01 to Soldiers and execute. Prevent this block from being reactivated. Group: <Default> Comment: move5 Trigger Event: The simulation is starting. Responses: Allow this block to be reactivated. Continue executing responses if ((A random integer between 1 and 6) is equal to 5). Teleport all members of GoodGuys to friendly03. Teleport all members of GoodGuys to friendly06. Hide GoodGuys from the game world. Assign Soldier01 to Soldiers and execute. Prevent this block from being reactivated. Group: <Default> Comment: move6 Trigger Event: The simulation is starting. Responses: Allow this block to be reactivated. Continue executing responses if ((A random integer between 1 and 6) is equal to 6). Teleport all members of GoodGuys to friendly02. Teleport all members of friends to friendly03. Hide GoodGuys from the game world. Assign Soldier01 to Soldiers and execute. Prevent this block from being reactivated.
  23. They are all outside... should that matter?
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