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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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  #1  
Old 03-22-2006, 03:22 PM
DC_Scout_67 is offline DC_Scout_67
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Join Date: Dec 2002
Posts: 106

Confused Weather & WAC files

How do I duplicate the weather, including the rain and sounds, found on the map: DM-Slaughterhouse?

Anyone have a tutorial on creating the WAC files?

What are the mission SCR files for?

Clicking on the Rain option in the MED produces no Rain, and Choosing Colored FOG options, changes Nothing. Very frustrating.

The MED Manual, seems to be incomplete, as well as the MED.

Thanks for any info you can help me with.
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  #2  
Old 03-22-2006, 05:21 PM
IcIshoot is offline IcIshoot

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man, wish I hadn't lost my dfx maps in the reformat.. I had a whole "bad weather" script..


For rain do

rain(100,20) - where 100 is the intensity, 20 is the number of seconds to reach that intensity

farflash() - will produce the lighting and thunder - flash() gives lighting.


I think overcast(100,20) will provide overcast skies, but I'm not 100% sure.


I had a wac script where 5 min into the map it would start getting overcast, then start raining. few min after the rain the thunder started. few mins later the thunder stopped, few min later the rain, finaly the sky cleared up - whole thing took 15 min then it would repeat it self.. in a 30 min map you would go through 2 storms


Hope this helps

IcI
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  #3  
Old 03-23-2006, 07:40 AM
dave61 is offline dave61
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These are .WAC file scripts for : DELTA FORCE : EXTREME



These scripts are used for triggering effects, dialog, text, and audio files. These scripts can be altered. Basically changing SSNs and Groups can produce different results in the scripts. To use these scripts, copy and paste the script that you want into the wac file and change the scripts to suit your needs.

These scripts can be interchanged and placed together. For example, you can put a wav file with a text command ,wav files with mortar hits, etc......

To open the .WAC, start the DFX Mission Editor and click on Tools then click on open Mission WAC.

After you click on open Mission WAC the 1st time, it will ask if you wish to create a .WAC . Anwser yes to start a new .WAC file.
__________________________________________________ ____________________________





Weather Scripts



These scripts are Weather scripts. All weather effects are created by these scripts. For additional weather related scripts such as fog or sky and cloud color see the info below in the PFF list.

If you wish to have SNOW instead of RAIN, then change the word RAIN to the word SNOW.



Random Weather Script
This is an example of a changing weather condition.



If elapse(90) and random(5) then
dornd
rain(30, 30) //heavy rain
wind(22,327)
overcast(50,30)
skyspeed(36)
set(v1, 1)
farflash()
next
rain(100, 30) // light rain
wind(33,327)
overcast(100,30)
skyspeed(50)
set(v1, 2)
farflash()
wave("ngale1.wav", 100)
next
rain(60, 30) // heavy rain
wind(26,327)
overcast(70,30)
skyspeed(38)
set(v1, 3)
flash()
next
rain(0, 30) // rain
wind(7,327)
overcast(33,30)
skyspeed(33)
set(v1, 4)
farflash()
wave("ghopper1.wav",100)
enddo
endif



Rain script
This script is rain & overcast w/fast moving sky.

if never() then // start rainfall and fast-moving clouds
rain(75,1)
overcast(70,30)
skyspeed(80)
endif



Random lightning and thunder script
This script is for bright lighting and thunder, can be copied & pasted under rain script.



if elapse(2) and random(12) then // do random thunder-claps and lightning
lightning(250,250,250)
wave("thdrcrk2.wav",1000)
flash
endif



__________________________________________________ ____________________________



Facial Expressions
This script changes the facial expressions of the AL.



if ssndead(44) and never then
ssnface 45 face_disgust
ssnface 46 face_angry
ssnturn(45,90)
ssnturn(46,-90)
endif



Also use : face_normal , face_happy , face_sad , face_smirk , face_angry , face_surprise , face_disgust , face_fear , face_aggressive

__________________________________________________ ____________________________



Mortar Hits



This script Sets the variable for a mortar attack if player is in area trigger #2 and group #3 is alive.

If ssnarea (10000,2) and groupalive (3) and never then
set (v1,1) // variable set to activate the mortars.
endif





This script starts a mortar attack at area #1 if group #3 is alive.

if eq (v1,1) and groupalive (3) then
ammoarea AMMO_60MM_MORTAR (1) //start the mortars.
endif





This script ends a mortar attack if group #3 is dead.

if eq (v1,1) and groupdead (3) and never and elapse 1 and waveready then
text("The Bad Guys have been taken out.")
Wave("happy1.wav",100)
set (v1,0) //ends the mortars.
endif





__________________________________________________ ____________________________





Rocket Attack



This script Sets the Variable for a rocket attack if player is in area trigger #2 and group #3 is alive.

If ssnarea (10000,2) and groupalive (3) and never then
set (v1,1) // variable set to activate the rockets.
endif





This script starts a rocket attack at area #1 if group #3 is alive.

if eq (v1,1) and groupalive (3) then
ammoarea ammo_rocket (1) //start the rockets.
endif





This script ends a rocket attack if group #3 is dead.

if eq (v1,1) and groupdead (3) and never and elapse 1 and waveready then
text("The Bad Guys have been taken out.")
Wave("happy1.wav",100)
set (v1,0) //ends the rockets.
endif





__________________________________________________ ______________________



SSN Names

I can't get this to work, if you do let me know! But, I believe names can only be used in the bin file.



if groupalive (3) and never() then
ssnname(904, AI_RALPH)
ssnname(905, AI_FRED)
ssnname(906, AI_HERMAN)
ssnname(907, AI_LUTHOR)
ssnname(908, AI_CARL)
ssnname(909, AI_THADIUS)
endif





__________________________________________________ ____________________





Earthquake

This script produces an earthquake for 100/10 seconds
(or 6 seconds) if the player is in AREA TRIGGER 1.





If ssnarea (10000,1) and never then
quake(100)
endif





__________________________________________________ ____________________







Triggered WAV file Scripts

Change these scripts as needed, these are examples only. Use the WAV FILE LIST (below) to insert the wave file that you chose. Be sure to paste the .wav file name between the quotes. The info after the ( // ) marks is a reference marker only, to be used to help you remember what .wav file is being played.



------------------------------------------



The wave will play if past 5 seconds into game.



// good luck in there Bravo
if past(5) and never() then
wave("alph507.wav",100)
endif



------------------------------------------



This is an example of Group #5 in area #5 triggering a .wav file.



// hey! i don't do warning shots.
if grouparea(5,5) and wavready() and never() then
wave("macr159.wav", 100)
endif



------------------------------------------



This is an example of Group #5 being dead triggering a .wav file.

// cheer! (alpha guards down)
if groupdead(5) and wavready() and never() then
wave("dfm141.wav", 100)
endif



------------------------------------------



This is an example of a Player in area #5 triggering a .wav file.

// base is alert
if ssnarea(10000,5) and never() then
wave("comd108.wav", 100)
endif



---------------------------------------------



The chain wave command is placed after a wave or text script that you want to tie another wave file or text script to. The chain command will play the wave file or text script (within the seconds that you insert) after the previous wave file or text script is played. You can even tie chain to chain and it sounds like a conversation.

// they got to be kidding me
if chain(6) and wavready() and never() then
wave("macr155.wav", 150)
endif



-------------------------------------------------



This is an example of SSN #101 in an area #6 triggering a .wav file.

// Bravo, don't let that helo get away
if ssnarea(101,6) and wavready() and never() then
wave("alph531.wav", 100)
endif



----------------------------------------------------



This is an example of SSN #5 being dead triggering a .wav file.

// hey! i don't do warning shots.
if ssndead(5) and wavready() and never() then
wave("macr159.wav", 100)
endif





__________________________________________________ ____________________________




Triggered Text Scripts



These scripts are used to insert text into the game at area triggers, group or SSN dead triggers and at the beginning of the missions.



-------------------------------------------------------




This is an example of an SSN dead and triggering text.

if ssndead(8) and never() then // SSN has died
text(" ")
text(" ")
text(" ")
consol("Type message here")
consol("and it will show up at the upper")
consol("center of the screen.")
endif



-------------------------------------------------------



This is an example of a Group being dead triggering text.

if groupdead(8) and never() then // Group has died
text("")
text("")
text("")
consol("Type message here")
consol("and it will show up at the upper")
consol("center of the screen.")
endif



-------------------------------------------------------



This is an example of a triggered text of player in area trigger #1.

if ssnarea(10000,1) and never() then // Player is in area so display text
text("Type message here")
text("and it will show up at the")
text("lower left corner of the screen")
consol("Type message here")
consol("and it will show up at the upper")
consol("center of the screen.")
endif





__________________________________________________ ____________________________





Wav file list

These are the .WAV files triggered by the above .WAV file scripts. These WAV files are inbeded in the DFX software.



alph100.wav -- (radio) Alpha One is down.

alph101.wav -- (radio) Alpha Two is down!

alph102.wav -- (radio) Alpha Two is hit. I repeat, Alpha Two is hit.

alph103.wav -- (radio) Alpha Two is in place above the hangar.

alph104.wav --

alph105.wav -- (radio) Alpha here... ready to move.

alph106.wav -- (radio) Alpha Team set.

alph107.wav --

alph108.wav --

alph109.wav --

alph111.wav --

alph112.wav -- (radio) Alpha to Bravo- secondary objective is
destroyed. Moving in to assist.

alph113.wav -- (radio) Alpha to Bravo- in position. Waiting for
your signal.

alph114.wav -- (radio) Alpha to Bravo- we're in position. Ready to
clear the extraction route.

alph115.wav -- (radio) alpha to Bravo- in position. We'll clear the
extraction route after you locate the hostage.

alph116.wav -- (radio) Alpha to Bravo- we've broken the perimiter-
heading towards the motor pool.

alph181.wav -- This is Alpha Team, tower is clear.

alph182.wav -- This is Alpha Team. We have 2 shooters in the tower. Two shooters in the tower.

alph183.wav -- man down

alph184.wav -- This is Alpha Team. We're moving in.

alph185.wav -- This is Alpha. We're moving into position.

alph186.wav -- This is Alpha One, I .... (transmission broken off)

alph187.wav -- This is Alpha Team, we're extracting.

alph190.wav -- This is Alpha- we've been compromised. I count 2 hostiles.

alph191.wav -- This is Alpha. Charlie is down. Charlie is down.

alph192.wav -- Alpha here.l Proceeding to secondary objective.

alph196.wav -- This is Alpha. We have heavy patrols along this route.

alph200.wav -- This is Alpha. There are 2 hostiles by the building to the east.

alph201.wav -- truck patrol moving our way

alph203.wav -- We have 1 guy moving up the tower.

alph208.wav -- We have 3 shooters at the chopper pad.

alph210.wav -- we have eyes on antenna

alph212.wav -- we have eyes on the plane

alph213.wav -- we have heavy perimeter defense

alph214.wav -- mult-shooters moving down from North

alph217.wav -- shooters south. check south!

alph218.wav -- We have 2 in the hangars. Two in the hangars.

alph500.wav -- Bravo.- this is Alpha. We have enemy contact.

alph501.wav -- Bravo, Alpha. Eyes on the objective. Repeat, we have eyes on the objective.

alph502.wav -- Command, this is Alpha. The target is lit. Repeat, Bravo has lit the target.

alph503.wav -- Command, this is Alpha. The compound is secure.

alph504.wav -- Alpha to Black Widow. We are with Bravo Team and are en route to the exfil.

alph506.wav -- Bravo, this is Alpha. We will secure the entrance to the tunnel while you're inside.

alph507.wav -- good luck in there Bravo

alph508.wav -- Bravo, destroy all those manufacturing materials. Hit 'em where it hurts.

alph509.wav -- Bravo-Alpha, help us

alph510.wav -- Bravo, easy in this canyon. Keep your eyes peeled for an ambush.

alph512.wav -- Shooters in the south.

alph513.wav -- Bravo, we will secure the entrance. You move in.

alph514.wav -- Command, this is Alpha. Foxtrot One has been destroyed.

alph515.wav -- Command, this is Alpha. Foxtrot Two has been taken out.

alph516.wav -- Bravo, we're moving up the east flank.

alph517.wav -- Do we have authorization to engage the outpost?

alph518.wav -- copy command, waiting and able

alph519.wav -- copy command

alph520.wav -- Our position has been compromised. We are returning fire.

alph521.wav -- we are taking fire. returning fire

alph526.wav -- Alpha Team, we are clear of the compound.

alph527.wav -- Copy that, Command.

alph528.wav -- Bravo, take up a new position, but keep that cover fire coming.

alph529.wav -- Bravo, this is Alpha Team. We are closing in on outpost.

alph530.wav -- Bravo, Alpha. There are 4 helicopters on the ground. Repeat, 4 helos on the ground.

alph531.wav -- Bravo, don't let that helo get away

alph532.wav -- Bravo, be wary of that canyon

alph533.wav -- Bravo,shooters on the ridge

alph534.wav -- Bravo, Alpha. We have eyes on bunkers defending southern route to the base. Be aware of shooters in the bunkers.

alph535.wav -- one helo down

alph536.wav -- Command, this is Alpha. All 4 helicopters have been destroyed. We are moving to exfil location.

alph537.wav -- Command, this is Alpha. There are hostiles on the ground. Repeat, hostiles on the ground.

alph540.wav -- Command, we are defending the King Two crash site. We need help here.

alph542.wav -- need backup

alph543.wav -- Bravo, this is Alpha Team. We are moving south of the crash site.

alph544.wav -- Alpha Team has eyes on the wreckage. There is significant enemy activity in the area.

alph545.wav -- Bravo, this is Alpha. We have eyes on increased and frantic enemy activity. It looks like they got to the nukes before we did.

alph547.wav -- Alpha, this is Bravo team. Enemy forces have occupied local buildings and have set up defensive positions.

alph548.wav -- Bravo, Alpha Team. We're at the weather station. Looks like we're going to have company.

alph550.wav -- Command, this is Alpha Team. We have secured package One, but package Two is nowhere to be found. They secured the other nuke before we got here.

alph558.wav -- Bravo, we have eyes on the package. Repeat- we have eyes on the package. Don't let them load it onto that truck.

alph601.wav -- man dying sound (also for 2, '3', 4..)



================================================== ============

dfm101.wav -- (gutteral groan) Arrrgh

dfm102.wav -- (dry heaves groan) Y-Arrrrgh

dfm103.wav -- (puke-groan) Yuhhharrrrgh

dfm104.wav -- (wind-knocked-out groan) Ugggh

dfm105.wav -- (Drawn-out groan) Yaaa-aaargh

dfm106.wav -- (drawing attention yell) Eh!

dfm107.wav -- (sharp-quick groan) Aggh!

dfm108.wav -- (quick expletive) Ugh!

dfm109.wav -- (quick expletive) Agh!

dfm110.wav -- (punch-in-the-gut groan) Ughhhh!

dfm121.wav -- (short gasp)

dfm122.wav -- (short double gasp)

dfm123.wav -- (questioning gasp)

dfm124.wav -- (questioning gasp)

dfm125.wav -- (quick gasp)

dfm141.wav -- cheer!

dfm142.wav -- (just-drank-some-tequila yell) Yay-yahhhh!

dfm143.wav -- (Daffy Duck yell) Woo-woooooooooo!!!

dfm144.wav -- (cowboy-on-a-cactus yell) Yee-Haaaaaaaaa!!!

dfm145.wav -- (same as 143)(kinda)

dfm146.wav -- (coyote yell) Woo Woo Woooooooooo!

dfm148.wav -- (Swiss-Miss-on-crack yell) Yoo Hoooo !?!

avsv000.wav -- (coke-snorting sound?)

avsv000b.wav -- (a gasp)



================================================== =============

TEAM MATES .WAV files

================================================== =============

char100.wav --

char101.wav -- (radio) Charlie One is down!

char102.wav -- (radio) Charlie Two is down!

char103.wav -- (radio) Charlie is in position. Ready to move out.

char104.wav -- (radio) Charlie Team is at the perimeter.

char105.wav -- (radio) Bravo, this is Charlie. We will cover the
extraction route.

char106.wav --

char107.wav -- (radio) King 6, this is Charlie. Objective secure.
I repeat, objective secure.

char108.wav --

char109.wav --

char110.wav --

char128.wav -- primary obj is secured

char138.wav -- chopper is out

char148.wav -- this Charlie 1 we have problems

char150.wav -- (radio) This is Charlie- we've got a shooter in the
north tower.

char151.wav --

char152.wav -- (radio) Charlie, in position.

char153.wav -- (radio) Charlie in position- we'll move on your signal.

char154.wav --

char155.wav --

char156.wav --

char157.wav -- (radio) Charlie- we've breached the perimiter.

char158.wav -- (radio) Charlie... Alpha Team is down!

char160.wav -- (radio) Charlie... moving west to assist Bravo.

char163.wav -- (radio) Watch the fuel tank... it could explode.

char164.wav -- (radio) Watch the target- watch the target!

char165.wav --

char166.wav --

char167.wav --

char168.wav --

char169.wav -- (radio) We have eyes on the target.

char170.wav --

char500.wav --

char503.wav -- ambush!

char506.wav -- Bravo! Nine o'clock!

char509.wav -- looks like we'll do it the hard way

char512.wav -- we're slowing down to recon hostile camp ahead.

char517.wav -- command, rebel forces near oil depot. eyes on enemy

char700.wav -- Come on, Bravo. Let's get on this dune buggy and move
to Xray.

char701.wav -- Bravo, hold it steady. I need a good shot.

char702.wav -- Get behind that motorcycle. I need a good shot.

char703.wav -- Follow that motorcycle.

char704.wav -- Bravo- hold it steady.

char705.wav -- Enemy chopper overhead.

char706.wav -- We got company.

char707.wav -- Bravo, I've got my sights on that chopper.

char708.wav -- Take out that chopper.



================================================== =============

CHOPPER .WAV file list

================================================== =============

chop101.wav -- BW to Bravo, the LZ is hot

chop104.wav -- BW to Bravo, move to extract, meet you there

chop105.wav -- BW to Bravo, prepare for pickup

chop113.wav -- This BW, ETA in 3 mins

chop120.wav -- Mayday! BW going down

chop136.wav -- walk in park

chop141.wav -- Blackhawk, insert complete

chop142.wav -- Black Widow to King 6- Bravo is down; mission abort.

chop143.wav -- King 6, Bravo is down. Mission abort.

chop144.wav -- Black Widow to King 6- Bravo is terminated; the mission
is a scrub.

chop145.wav -- Black Widow to King 6- Bravo is a loss; returning home.

chop146.wav -- Black Widow to King 6- Bravo is gone. I repeat- Bravo
is gone.

chop147.wav -- King 6, Bravo is gone. We're scrubbing the mission; we're heading home.

chop162.wav -- Black Widow coming in hot

chop503.wav -- BW here. Good job!

chop505.wav -- Bravo, BW. we are approaching your position. hold tight.



================================================== =============

KING 6 radio commands .WAV file list

================================================== =============

comd100.wav -- all King elements, all King elements, Bravo is down, abort mission. I say again, abort mission. Pull back to secondary Lima Zulu.

comd101.wav -- All units, eliminate hostiles at the base

comd102.wav -- Alpha, move in from West entrance, ...

comd103.wav -- Alpha Team- clear the extraction point.

comd105.wav -- Alpha, do you see the hostages?

comd106.wav -- Alpha, patrol the camp...

comd107.wav -- Approach the package with care

comd108.wav -- Base is alert!

comd110.wav -- Bravo, heads up. Contact north, units reinforcing

comd112.wav -- Bravo is down. All units abort. All units abort.

comd113.wav -- Bravo, move into the camp...

comd115.wav -- Bravo, you are compremised! Continue with mission.

comd118.wav -- Bravo, package upstairs

comd119.wav -- Prepare to move in. Keep hostages alive.

comd120.wav -- Bravo, watch for shooters in the village.

comd121.wav -- Bravo, you're closing in on the objective. Stay alert.

comd122.wav -- bravo, your objectives are the LARV and the SA2s'

comd123.wav -- Bravo, target is the dish

comd124.wav --

comd125.wav -- Elimination is confirmed, procede to extract

comd126.wav -- Find the package, Bravo. You're running out of time.

comd127.wav -- Get out! Get out! Get out!

comd128.wav -- Good job Bravo

comd129.wav -- Good job Bravo, move to extract, BW will meet you

comd130.wav -- Hold your positions. Black Widow is inbound.

comd131.wav --

comd132.wav -- King 6 to all elements: Bravo has destroyed
the target; pull back to rendezvous.

comd133.wav --

comd134.wav --

comd135.wav --

comd136.wav -- Bravo, King 6. Proceed to extraction point.

comd137.wav -- King 6 to all elements- objective secured. Move to
primary extraction point.

comd138.wav -- King 6 to all units- you are clear to move in on the objective.

comd139.wav -- Black Widow, King 6. Move to extract- mission is scrubbed.

comd140.wav -- Bravo, King 6. Clear the shack on top of the hill.

comd141.wav -- Bravo, King 6. Clear the control tent.

comd142.wav -- Bravo, King 6. Check the commander's tent for the package.

comd143.wav --

comd144.wav -- Bravo, King 6. The hostage should be in the tent near you.

comd145.wav -- Bravo, King 6. They've moved the hostage. Abort mission.
I repeat, abort mission.

comd146.wav -- Bravo, King 6. We have a trace on the package- somewhere
north of the base.

comd147.wav -- Move out, Bravo. Move out.

comd148.wav -- Package is secure. Move to primary LZ.

comd149.wav --

comd150.wav -- Proceed to the secondary objective.

comd151.wav --

comd152.wav -- Roger, Alpha.

comd153.wav -- Roger Charlie. Target confirmed. Destroy all vehicles.

comd154.wav -- Roger, Charlie.

comd155.wav -- Roger. Eliminate both targets.

comd156.wav --

comd157.wav --

comd158.wav -- Target has been captured. Prepare for debriefing.

comd159.wav --

comd160.wav -- This is King 6... target has escaped.

comd161.wav -- This is King 6. Bravo- search the base. Alpha and
Charlie, provide overwatch.

comd162.wav -- This is King 6. Move the package north to the extraction point.

comd163.wav -- This is King 6. Package confirmed in the 4-by-4. Repeat-
package is in the 4-by-4.

comd164.wav --

comd165.wav --

comd166.wav --

comd167.wav -- Copy, Alpha. Proceed with mission.

comd168.wav -- Copy, Alpha Team.

comd169.wav -- Copy, Charlie.

comd170.wav --



comd501.wav -- Copy Charlie... move out

comd502.wav -- Bravo, you're gonna have to watch out for enemy snipers
on the road. We don't know how many of them are out there
but the valley you're driving thru gives them plenty of
cover.So watch yourself.

comd503.wav -- The enemy isn't gonna let us get thru to the oil depot
without a fight. So you'll probably have to act as our
forward scout if things get hairy.

comd504.wav -- Bravo, your job is to protect the convoy from hostile fire and escort it safely to the oil depot to the north.

comd505.wav -- Affirmative, Charlie.

comd506.wav -- Bravo- get out and protect the convoy. If you're fired on, return fire.

comd507.wav -- Negative, Charlie. There is no available air support. You are on your own.

comd508.wav -- We are recieving reports of paramilitary forces in the village ahead.

comd509.wav -- Bravo, make your way into the village. Take out any hostiles and destroy their communications equipment. We don't want them calling
for reinfocements.


comd510.wav -- Good job, Bravo. Get back to the convoy so we can move on.

comd513.wav -- What's your status, Charlie?

comd514.wav -- Is there any way around it?

comd516.wav -- Bravo, move out and eliminate the hostile forces ahead.

comd518.wav -- Roger that. Bravo, you're gonna have to go in there and take out any
enemies at the depot. Be careful not to hit any barrels or this whole thing will have been a waste.

comd519.wav -- Copy, Charlie. Bravo- Good job.

comd520.wav -- Bravo, Command. You're gonna have to sneak into the enemy camp and obtain the code book. It's dark enough that you should be able to avoid most of the patrols. You don't have any backup on this one, so try to avoid an open firefight if possible.

comd521.wav -- Bravo, the airfield is south of your position. Make your way down and meet up with Alpha and Charlie. You will lead the attack. We have to secure this airfield before Corales has a chance to move his operation.

comd522.wav -- Bravo, Command. We believe that the drug cache is northwest of your position. There's a farm on the way that's swarming with hostiles. Take out the perimeter guards, neutralize hostiles at the target, and destroy the drugs and shipping crates.

comd523.wav -- Bravo, Command. Move out to the objective. Once you have secured the area, destroy any caches of drugs or weapons you find.

comd524.wav -- Bravo, Command. You need to burn that field. Destroy those barrels to start the fire.

comd525.wav -- Bravo, secure the compound and destroy any drugs and weapons on site.

comd526.wav -- Bravo, this is Command. Infil the area and destroy the drug manufacturing labs. Eliminate any resistance you encounter. The first first, suspected tunnel complex is west by northwest of your current location. Move out.

comd527.wav -- Keep your eyes open in the canyon, people. You don't want to get pinned down by an ambush.

comd528.wav -- Alpha, secure the entrance. Bravo, get in there and take out the drug labs.

comd529.wav -- Bravo, this is Command. We have a bird en route to the exfil. Move south and rendezvouz with Black Widow.

comd530.wav -- Bravo, the enemy convoy's on the move. Head northwest to the small village and take an overwatch position in the hills overlooking the north road. When you see the convoy, take out every vehicle.

comd531.wav -- Bravo, this is Command. Corales has locked himself down in his compound. It's up to you to go in there and pull him out. You have full authorization to take out any hostile perimeter guards you find. Bring Corales out alive.

comd532.wav -- Bravo, make your way to the objective and take up an overwatch position. From there, observe the suspected CNLF outpost. Intel says there is a high- value target at this outpost. Wait for confirmation of the target before you fire.

comd533.wav -- Alpha. Command here. Proceed with caution. Hostile forces are still unaccounted for.

comd534.wav -- All teams- hold your positions. Suspected target is inbound.

comd535.wav -- Bravo! What are you doing??? You do NOT have authorization to fire on the outpost. Repeat: You do NOT have authorization to fire on the outpost.

comd536.wav -- All teams- hold your fire. Repeat: hold your fire.

comd537.wav -- Negative, Alpha. All teams are to hold fire.

comd538.wav -- All teams, we have confirmation on the compound. Those are hostile forces. We are awaiting confirmation on target. Repeat: we are awaiting confirmation on the target.

comd539.wav -- Move forward, Alpha.

comd540.wav -- bravo, take out the target. repeat. don't let him escape

comd541.wav -- Confirmation of target is confirmed.

comd542.wav -- Copy, Alpha.

comd543.wav -- good job Bravo

comd544.wav -- Copy, Alpha.

comd545.wav -- Black Widow is inbound to your position. Clear the perimeter and keep your eyes open.

comd546.wav -- Bravo, provide cover fire while Alpha and Charlie exfil from objective area. Don't let them go down.

comd548.wav -- Bravo, this is Command. You are to move north and assault the CNLF helicopter outpost. Disable or destroy any helicopters on site. They must not escape. Good luck, Bravo. We will see you at the exfil point.

comd549.wav -- Roger that, Alpha. King 3 is inbound.

comd550.wav -- Bravo, this is Command. King flight is inbound to your position. Be ready to exfil ASAP. The weather is turning.

comd551.wav -- Bravo, get in gear. the weather is turning.

comd552.wav -- Bravo, Command. We've got a fix on your emergency beacon. Your helo crashed well into hostile territory. You're going to have to move out quick before local forces get to you. We suspect King Two went down a few hundred yards northwest of your position. King Three dissapeared off of radar somewhere north of there. Proceed to their location and search for any survivors. Then regroup and head for the border.

comd553.wav -- Bravo, this is Command. All birds are down. Repeat: all birds are down. Alpha Team crashed a few hundred yards northwest of your position. Charlie Team crashed somewhere north of there.

comd555.wav -- Roger that, Alpha. Bravo, move out to Alpha's location and secure that crash.

comd556.wav -- Bravo, take out the hostiles now. Alpha, do you read? Alpha??

comd558.wav -- Bravo, Command. There's nothing more you can do there. Move on to Charlie's location. Let's just hope they've had better luck.

comd559.wav -- Charlie Team, Bravo is en route. Charlie Team, do you read? Charlie Team, come in. Bravo, I'm getting no response from Charlie. Get over to the crash site and assess the situation.

comd560.wav -- The enemy must have captured the pilot

comd562.wav -- Finish securing the site and then get out of there. We'll have to get our missing pilot back, but for now your safe return is top priority

comd564.wav -- Bravo, move north to the border. Once you get to the border you should be safe. We will get a Blackhawk to exfil you out of there.

comd565.wav -- Good to hear that you made it, Bravo. Stay put and Black Widow will pick you up. Once you're back, we'll start working on getting our man back.

comd566.wav -- good job Bravo. BW on its way.

comd567.wav -- Bravo, this is Command. Our pilot should be in the base to the north. Get in there. Take out any hostiles. Get our guy and get out of there. But remember not to do anything that would put the hostage in danger. Also, keep an eye open for those patrols.

comd568.wav -- Bravo, Command. Head over to Alpha's position and relieve them of overwatch. If you see the convoy, wait 'till it has reached the ambush point; then take out everything but the four-by-four.

comd569.wav -- Bravo-Cmd find the laptop so we can find downed pilot

comd570.wav -- Bravo, you're going to need to get to that C3 post and destroy the communications equipment. Do that and we can zero in on the hostage location while the CNLF is deaf. Head south, take out the equipment, and then get to the extraction point.

comd571.wav -- Bravo, this is Command. Taking out this training facility will weaken the CNLF enough to initiate a rescue. Expect heavy resistance. Head northeast, take out any hostiles, and secure that facility.

comd572.wav -- This is it, Bravo. Head northeast and take out the hilltop guards. Get in there and get our man out. Then move to extraction point.

comd573.wav -- Bravo, this is Command. Welcome to beautiful Novaya Zemlya. Head southeast to the crossroads and take the road southeast to the FARP. Alpha and Charlie Teams will meet you there.

comd574.wav -- Bravo, this is Command. You're going to have to take out the enemy SAMs before we can get some air support overhead. Avoid enemy patrols, lase the targets, confirm destruction and get out of there.

comd578.wav -- Bravo down helo North of insertion, pilot alive

comd579.wav -- Bravo, Command. Head northwest until you hit the enemy outpost. The good news is that the harsh weather seems to have limited the number of patrols, so you should have an easy route to the outpost. The bad news, is that all those patrols will be holed up inside when you get there. Get in, take out the hostiles, and secure that base.

comd580.wav -- Bravo, this is Command. The Air Force has a C-130 downed north of your position. They have confirmed that the aircraft was transporting two nuclear devices. Get your team on site ASAP, and secure those nukes. Enemy forces are present in the area and we can not afford to have WMD fall into their posession. Move out.

comd581.wav -- Alpha and Bravo Teams, this is Command. Recover those weapons from the enemy now. We can't afford to have nuclear weapons in enemy hands.

comd582.wav -- Bravo, move north and employ any means to recover the weapons.

comd583.wav -- Copy that, Alpha. We are scrambling forces as we speak to recover that second nuke. Stand by for exfil. We have a bird on the way.

comd586.wav -- Bravo, Command. There are a number of enemy controlled watercraft to the north that are being used to shuttle shipments of drugs. Infiltrate the harbor and destroy those boats. Reports indicate that the commander is located at this base. Take him out.

comd600.wav -- This is it, Bravo. The nuke is under heavy guard in a warehouse to your southwest. Be careful. Those guards are ex-Speznaz, and anyone staying with the nuke is willing to die, protecting it. Good luck, Bravo.


================================================== =============

EMOTES .WAV file list

================================================== =============

macr100.wav -- move out

macr101.wav -- go-go-go

macr102.wav -- Move it!

macr103.wav -- Let's go...

macr104.wav -- Get movin'.

macr105.wav -- C'mon...

macr106.wav -- Hold this position.

macr107.wav -- Hold up.

macr108.wav -- Wait here.

macr109.wav -- Maintain this position.

macr110.wav -- Hold your ground!

macr111.wav -- Don't move.

macr112.wav -- Quiet!

macr113.wav -- Be quiet!

macr114.wav -- Knock it off!

macr115.wav -- Quit makin' noise!

macr116.wav -- Keep it down!

macr117.wav -- Ssssh!

macr118.wav -- Does the word, "STEALTH" mean anything to you?

macr119.wav -- Hold your fire.

macr120.wav -- Quit shooting.

macr121.wav -- Hey, Moron! Stop SHOOTING!

macr122.wav -- Stop shooting.

macr123.wav -- Cease fire.

macr124.wav -- Can't you see we're tryin' to be quiet!?!

macr125.wav -- Does the word, "stealth" mean anything to you!?!

macr126.wav -- Cover me!

macr127.wav -- Watch my back.

macr128.wav -- 'Gonna' need some help here...

macr129.wav -- Cover my rear!

macr130.wav -- ' Need some cover fire!

macr131.wav -- I got you covered!

macr132.wav -- I'll cover you!

macr133.wav -- I got your back!

macr134.wav -- I got you!

macr135.wav -- Never fear; your backup's here.

macr136.wav -- NICE shot!

macr137.wav -- Heck-uva shot!

macr138.wav -- That's a nice shot!

macr139.wav -- Good shot! Keep it up.

macr140.wav -- Nice shooting.

macr145.wav -- Woo-woo! Ye-ah!!

macr149.wav --

macr151.wav --

macr152.wav -- Woooo-hooo!

macr153.wav -- Hey- over here!

macr154.wav -- That all you got?

macr155.wav -- You gotta be kiddin' me!

macr156.wav -- Here's lookin' at you, pal.

macr157.wav -- Here we come!

macr158.wav -- I'm commin' for you... kid!

macr159.wav -- Hey! I don't do warning shots.

macr160.wav --

macr164.wav -- oh! did i do that?

macr165.wav -- How does THAT feel?

macr166.wav -- feel better now

macr166.wav -- You feel better now?

macr167.wav -- Dude! ... You stink!

macr168.wav -- You are DEAD, Pal!

macr169.wav -- Next time... try takin' your safety off.

macr170.wav -- Next time I won't be so easy on you.

macr171.wav -- Affirmative!

macr172.wav -- Roger!

macr173.wav -- Copy that!

macr174.wav -- That's affirmative!

macr175.wav -- Roger that!

macr176.wav -- Copy that.

macr177.wav -- Negative!

macr178.wav -- That's a negative.

macr179.wav -- That's a "no-go".

macr180.wav -- No go.

macr181.wav -- Not a chance.

macr182.wav -- Not gonna happen.

macr183.wav -- Wait up!

macr184.wav -- Wait for me.

macr185.wav -- Hey... wait up.

macr186.wav -- Wait!!

macr187.wav -- Hold up.

macr188.wav -- Hold up, will ya?

macr189.wav -- I am on my way.

macr190.wav -- I'm coming.

macr191.wav -- I'll be there in a second.

macr192.wav -- I'm en route.

macr193.wav -- Hold your horses- I'm coming.

macr194.wav -- I need a ride.

macr195.wav -- ' Need a ride, here.

macr196.wav -- I need a lift.

macr197.wav -- I need a pick-up.

macr198.wav -- ' Need back-up.

macr199.wav -- I need some back-up here.

macr200.wav -- Help me out!

macr201.wav -- Need some backup.

macr202.wav -- ' Need help over here.

macr203.wav -- I am defending.

macr204.wav -- I am on defense.

macr205.wav -- I am hanging back, on defense.

macr206.wav -- I'll hold down the fort.

macr207.wav -- Let 'em come! I got 'em.

macr208.wav -- I am attacking.

macr209.wav -- I am on offence.

macr210.wav -- I am pushing the attack forward.

macr211.wav -- I'm gonna hit 'em hard.

macr212.wav -- Enemy spotted!

macr213.wav -- Enemy ahead.

macr214.wav -- Watch out! Enemy spotted.

macr215.wav -- Enemy infantry spotted.

macr216.wav -- Heads up! We've got inbound.

macr217.wav -- Enemy down.

macr218.wav -- Tango down!

macr219.wav -- I got 'im.

macr220.wav -- he's done

macr222.wav -- scratch one bad guy


================================================== =============

ARAB .WAV file list

================================================== =============

arb101.wav (dying gasp)

arb102.wav (dying, hacking gasp)

arb103.wav Owwwww- (gasp)

arb104.wav (constipated gasp)

arb105.wav Ooooo-ow

arb106.wav --

arb107.wav

arb108.wav

arb109.wav

arb110.wav

arb111.wav

arb112.wav

arb113.wav

arb114.wav

arb115.wav





================================================== =============

PERUVIAN .WAV file list

================================================== =============

pru101.wav

pru102.wav

pru103.wav

pru104.wav

pru105.wav

pru106.wav

pru107.wav

pru108.wav

pru109.wav

pru110.wav

pru111.wav

pru112.wav

pru113.wav

pru114.wav

pru115.wav





=========================================

RUSSIAN .WAV file list

=========================================

rus101.wav

rus102.wav

rus103.wav

rus104.wav

rus105.wav

rus106.wav

rus107.wav

rus108.wav

rus109.wav

rus110.wav

rus111.wav

rus112.wav

rus113.wav

rus114.wav

rus115.wav



======================================



Sound effects WAV files

======================================



atv_lpd1.wav -- engine sound

btroff.wav -- engine shutdown sound

award.wav -- music

command1.wav -- intro to obj

cricket2.wav -- crickets

Explosion1.wav -- explosion

Flugzeug3.wav -- Darned if I know

jostmis1.wav -- intro to mission music (2 and 3)

finch9.wav -- bird sound

ghopper1.wav -- grasshoppers

grebe1.wav -- bird sound (2, 3, 4)

happy1.wav -- goal complete

medbeat1.wav -- heart beat

lppaddn1.wav -- froggy night time crickets (2 and 3)

lppadtn1.wav -- more night time sounds

lpair_a1.wav -- explosion sound

ngale1.wav -- nightingale bird

nrico3.wav -- bullet sound

parrt2.wav -- bird sounds 1, 2, 3

psp_t_ot.wav -- obj sound

opfire1.wav -- open flame sound

quail1.wav -- quail

strwind1.wav -- strong wind (3)

strwind2.wav -- strong wind (3)

strwind3.wav -- strong wind (3)

thdrcrk1.wav -- Thunder (?)

thdrcrk2.wav -- Thunder wave

thdrdst3.wav -- Thunder (?)

thdrdst4.wav -- Thunder (?)

watcu1.wav -- water fall sound

wren1.wav -- bird (1-8)



__________________________________________________ ____________________________







This came from the Game.WAC file that is inside one of the pff files.


;wac file - nestable IF/THEN/ELSE/ENDIF boolean logic
;
;WAC post directory w:\vp\program\wac - commands listed in GAME.WAC
;WAC debug screen under shift-F12, numlock arrows to select and scroll
;
;GLOBAL WAC is GAME.WAC (executed first)
;
;MISSION WAC is misname.WAC (executed second)
;
;Left to Right order of operations
;
;---WAC LANGUAGE COMMANDS
;nestable flow control
; IF THEN ELSE ENDIF
;boolean logic
; AND OR XOR
;function modifier
; NOT
;comments
; ; /
;

;Syntax - parens optional, line returns and tabbing optional
;
; if trigger1(params) and trigger2(params) then
; event1(params)
; event2(params)
; endif
;
;Example
;
; I want to open doors in group 12 the first time I enter area 1501
;
; if location(1501) and never() then
; opendoors(12)
; endif
;


;---VARIABLES & IMMEDIATES (a variable can always be used as an immediate)
;"STRING" immediate string value
;# immediate decimal number
;anim_move immediate equate from ADM file
;ammo_name immediate ammo name (ex. ammo2tgt ammo_rocket 1)
;fx_fxname immediate effect name (ex. fxrain fx_effect_lightning)
;effect_name immediate effect name (ex. fxrain effect_lightning)
;SS_SoundSet immediate soundset name
;sSoundSet immediate soundset name (alternate syntax)

;face_name immediate face name (ex. ssnface 45 face_happy)
; face_normal
; face_happy
; face_sad
; face_smirk
; face_angry
; face_surprise
; face_disgust
; face_fear
; face_aggressive
;
;V# V0 to v511 game variables, cleared at start of mission
;G# G0 to vG11 global variables, not cleared during link
;M# Music Script Variable
;result current return/accumulator value (mostly for debug)
;ticks number of seconds into game
;GameOver true is game is over
;Win true if blue team won
;Lose true if red team won
;wind used by SWING, FLICKER, and particle wind2
;health player's health/hp value
;mana player's mana
;neartype the type of the nearest enemy (from items.def dialog)
;neardist the distance to the nearest organic
;nearmove the anim move of the nearest organic (setable)
;nearid the unique dcb/id of the nearest organic
;neartid the id of the organic's target or 0 if no target
;nearblind
;nearflying
;nearguard
;nearSSN
;nearWP
;nearGroup
;nearHP



;deadDist the nearest corpse info
;DdeadType
;ddeadSSN
;DdeadMove
;DdeadGroup
;bbadDist the nearest badguy info (team 2)
;bbadType
;bbadSSN
;bbadMove
;bbadGroup






;---TRIGGERS (# param can be number or variable)
;never() true if current IF has never fired, for one time only events
;elapse(#) true if past # seconds since current IF activated
;
;-IF Link (these commands fire once only for every fire of linked IF)
;previous true if previous (same nesting level) IF fired
;chain(#) true if previous (same nesting level) IF fired # seconds ago
;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago
;
;-Game Time (seconds of WAC script running)
;past(#) true if past # seconds into game, keeps firing after #
;before(#) true if before # seconds into game. keeps firing before #
;ontick(#) true if ontick #, only fires once
;
;random(#) randomly true 1 in # times, sets RND for additional tests
;location(#) true if you are at that music location
;area(#) true if within MED area without checking vertical
;area3D(#) true if within MED 3D area
;outside() true if you are not in a blink box
;waveready() true if no talking going on
;groupdead(#) true if entire group is dead
;groupalive(#) true if anyone in group is alive
;ssnwounded(#) true if ssn is wounded
;ssndead(#) true if ssn is dead
;ssnalive(#) true if ssn is alive
;ssnride(#) true if any organic is standing on SSN
;ssnonssn true if SSN is standing on SSN
;ssnnearssn true if SSN is near SSN within dist
;ssnlosssn true if SSN is near SSN within dist and has LOS
;ssnseesssn true if SSN is near SSN within dist and can see it
;meride(#) true if player is standing on SSN
;meattached(#) true if player is attached to SSN
;medrive(#) true if player is driving SSN
;meongun(#) true if player is on emplaced weapon on SSN
;ssnloc(#,#) true if vehicle or person is in music location
;ssnarea(#,#) true if vehicle or person is in 2D med area #
;ssnarea3D(#,#) true if vehicle or person is in 3D med area #
;dooropen(#) true if group # has door open
;event(#) true if med event has triggered
;squadevent(#) true if squad event is in que, sets squadSSN to talker
;playerfired(#) true if player has pressed fire and has slot # selected
; 1=knife, 2=small arm, 3=main weapon, ect..
;
;---VARIABLE COMPARE
;eq(#,#) true if #==#
;ne(#,#) true if #!=#
;lt(#,#) true if # #
;le(#,#) true if # =#
;true(#) true if #!=0
;false(#) true if #==0
;
;---VARIABLE MODIFY
;set(var,#) set var to #
;add(var,#) add # to var
;sub(var,#) subtract # from var, clamp at 0
;inc(var) add 1 to var
;dec(var) subtract 1 from var, clamp at 0


;---EVENTS (# param can be number or variable)
;squadclear clears squadevent selected by squadevent(#)
;forceanim(anim) forces all organics into anim slot (debug only)
;report("text") pop-up debug report window
;report#("text",#) pop-up debug report window with number
;text("text") output text to chat - right side
;text#("text",#) output text to chat w/# - right side
;consol("text") output text to consol - left side
;consol#("text",#) output text to consol w/# - left side
;
;flash produce a flash of lightning & thunder
;farflash produce a far away flash of lightning & thunder
;quake(#) earthquake for # 10th of a seconds
;
;colorfade(#) seconds for color to transition (zero is normal)
;sun(#,#,#) sets sun rgb ENV override
;sky(#,#,#) sets sky rgb
;ground(#,#,#) sets ground rgb
;ceiling(#,#,#) sets ceiling rgb
;floor(#,#,#) sets floor rgb (inside ground)
;lightning(#,#,#) sets the color of the lightning
;cloud(#,#,#) sets the cloud color
;gain(#,#,#) sets the brightness of the whole scene
;
;fogcolor(#,#,#) set fogcolor to R,G,B, changes at color fade rate
;fog(#,#,#) same as fogcolor
;skyfogcolor(#,#,#) set skyfogcolor to R,G,B
;skyfog(#,#,#) same as skyfogcolor
;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#) sets fogdist to # meters
;movefog(#,#) move fogdist to # meters over # seconds
;skyspeed(#) sets the sky movement speed
;skyheight(#) sets the height of the sky
;
;sound(sSSNAME, dist, head) plays soundset at distance(meters) and heading(bangle)
;
;nearwave("wave.wav", dist) plays wave file from the mouth of the nearest enemy with max dist to be heard
;nearanim(anim_move) sets the nearest enemy to ADM move slot
;
;SSNwave(ssn, "wave.wav", dist) plays wave file from the mouth of the ssn with max dist to be heard
;wave("wave.wav", dist) plays wave file from mouth of player
;SSNanim(ssn, anim_move) sets the ssn to ADM move slot
;SSNradio(ssn, "wave.wav") sets the ssn to talk on radio
;
;SSNmax(ssn, maxengage) set max engage distance
;SSNmin(ssn, minengage) set min engage distance
;SSNatt(ssn, maxattack) set max attack distance
;SSNSpawn(ssn, spawn count) set the spawn count, 0=don't respawn
;GroupMax(group, maxengage) set max engage distance
;GroupMin(group, minengage) set min engage distance
;GroupAtt(group, maxattack) set max attack distance
;GroupSpawn(group, spawn count) set the spawn count, 0=don't respawn
;remove(grp) remove group # without a trace
;kill(grp) kill group #
;removeSSN(ssn) remove SSN # without a trace
;killSSN(ssn) kill SSN #
;teleport(grp,tgt) teleport group # to target #
;telessn(ssn, tgt) teleport SSN # to target #
;targetfx(tgt) create med particle fx at target #
;sound2tgt(ss,tgt) create ssoundset at target # (ex. sound2tgt sSoundSet 1)
;ss2ssn(ss,ssn) create ssoundset at center of ssn
;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1)
;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1)
;opendoors(group) open doors in group #
;closedoors(group) close doors in group #
;SSNtoWP(ssn, wp) redirect SSN to WP list
;GtoWP(group, wp) redirect Group to WP list
;ammorain(ammo) rain down ammo # somewhere near player
;ammoarea(ammo, area) rain down ammo # somewhere inside area #
;fxrain(fx) rain down effect # somewhere near player
;ssncspd(ssn,speed) set ssn to combat speed of #
;ssnpspd(ssn,speed) set ssn to patrol speed of #
;ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters
;ssnrelease(ssn) remove ssn from emplaced weapon
;ssn2ssn(ssn, ssn) have ssn goto ssn and try to snap to emplaced
;ssnface(ssn, face) set face expression of ssn
;ssnguard(ssn, #) set ssn to guard 1=ON, 0=Off
;ssnturn(ssn, heading) turn ssn to heading 0-360
;ssnhp(ssn, hp) set ssn's hitpoints to hp
;blockfire(wpnkey, #) blockfiring of weapons under key, 0=fire, 1=block
;



__________________________________________________ ____________________________



Unless noted, this list was collected, compiled and constructed by DAVE61.
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  #4  
Old 12-28-2006, 01:20 PM
Coopwarriors is offline Coopwarriors
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hi dave61 like you wac file help
but my i put this on my tools page
this is my site www.coopwarriors.demon.nl
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  #5  
Old 12-28-2006, 01:30 PM
dave61 is offline dave61
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Quote:
Originally posted by fred..nl
hi dave61 like you wac file help
but my i put this on my tools page
this is my site www.coopwarriors.demon.nl
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Old 12-28-2006, 03:33 PM
Coopwarriors is offline Coopwarriors
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Last edited by Coopwarriors; 12-28-2006 at 04:25 PM.
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Old 03-31-2007, 08:51 PM
Xx_jet_xX is offline Xx_jet_xX
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I reported this thread to a moderator, Please sticky this!

I quoted you Dave61 at my website for easy referance as well.
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Old 04-01-2007, 06:37 PM
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