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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#2
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DFX2.txt what is this?
Check your groups especially the barrels. How are you triggering? check for multiple triggers. Are you using targets or random dropping? Move the barrels. Make them (barrels) temporarily indestructible. Set an event in the editor and trigger it with a variable from the WAC (Indestructible on/off) Post the WAC here... |
#3
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The dfx2.tx is the wac file minus the weather. the weather is triggered by (if ssnarea (10000,2) move fog. will send mis and file.
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#4
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wac & mis jpg
here is the MIS JPG filetrigger areas.jpg
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#5
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Wac file
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#6
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GLOBAL WAC is GAME.WAC (executed first)
MISSION WAC is missionname.WAC (executed second) EXAMPLE Files Needed For: mission_01.mis mission_01.bms mission_01.wac Extra Files GAME.WAC - loads wac instructions with every mission SERVER.WAC - loads wac instructions for multiplayer missions Maybe your problem is here? if ssnarea(10000,4) then if ssnarea(10000,4) then ammoarea AMMO_60MM_MORTAR(1) ammoarea ammo_rocket(2) ammoarea AMMO_60MM_MORTAR(3) ammoarea ammo_T80Round(4) ammoarea AMMO_60MM_MORTAR(5) ammoarea AMMO_60MM_MORTAR(6) ammoarea ammo_rocket(7) ammoarea AMMO_60MM_MORTAR(8) ammoarea ammo_T80Round(9) ammoarea AMMO_60MM_MORTAR(10) endif AFAIK - while the player is in area 4 the bombing will continue non-stop in area 1, 2, 3, 4, 5, 6, 7, 8, 9 and 10 and won't stop until the player leaves area 4 or the mission crashes. Check: Are your barrels in one of these areas? Check: Do you need all of these areas at once? Use never() then to trigger only once or Try using a set of variables to control a dornd or loop command //...[start - variable area 4] ; if ssnarea(10000,4) then set(v4,1) else set(v4,0) endif ; if eq(v4,1) then dornd ammoarea AMMO_60MM_MORTAR(1) ammoarea ammo_rocket(2) ammoarea AMMO_60MM_MORTAR(3) ammoarea ammo_T80Round(4) ammoarea AMMO_60MM_MORTAR(5) ammoarea AMMO_60MM_MORTAR(6) ammoarea ammo_rocket(7) ammoarea AMMO_60MM_MORTAR(8) ammoarea ammo_T80Round(9) ammoarea AMMO_60MM_MORTAR(10) enddo endif ; //...[end - variable area 4] |
#7
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Stompem thanks for the help. once i read your message i found the error in the "ammo area" listing where the mortars would be dropping in every trigger area. thanks once again!!!
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#8
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Quote:
Quote:
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#9
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Try this out if you like, it's a bit off the top of my head but should work...
Random Bombing Script Incrementing the variable from 0 to 13 equates to about 13 seconds duration. *Set the elapse to at least one second longer than the variable count, 14 seconds in this case. Randoms are programmed in as each variable is triggered so you'll be able to adjust them without interfering with the script. Quote:
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#10
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Whoops!
Had to take the random out for now... still has a good sense of realism. Quote:
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#11
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The random works in this bombing script using teleport targets
With this method you can aim the artillary and make it come in at an angle instead of just straight down. This is done by raising the target off the ground so the AMMO effects will now come from the target and if we also set the pitch on the target to about -35 (minus 35 degrees) we have a reasonable ballistic angle. Then face the teleport target towards your objective, adjusting height and distance to zero in. Quote:
Last edited by Guest001; 03-19-2015 at 10:52 PM. |
#12
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RANDOM BOMBING
Here's the original idea fixed. Put simply it appears each random command needs it's own variable. Quote:
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