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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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Wac Tunt
WAC commands
ammo_AMMO_M203_40MM_NADE ammo_satchel ammo_satchelboom ammo_claymore ammo_claymorekillzone ammo_claymoreshrapnel ammo_detonator ammo_SMALLLANDMINE_ ammo_LARGELANDMINE ammo_grenadehe ammo_grenadesm ammo_grenadefb ammo_grenadecs ammo_medpack ammo_MK19nade ammo_Rclsrnd ammo_minirnds ammo_wkminirnds ammo_minirnds_zerodamage ammo_50CAL ammo_kz_OrganicBlast ammo_kz_MItemBlast ammo_kz_DebrisBlast ammo_kz_M406HE ammo_kz_Bite ammo_AI_CLOSEKZ and thank you to MikeBrobst (also at dfarena) for this handy information: "just change the pitch (ed. of the marker being used to start this effect) and have the line on the little diamond pointing at whatever you want shot at....the rockets come from the target not to it." Some other wac commands you may find interesting: ;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1) ;fxrain(fx) rain down effect # somewhere near player ;fx_fxname immediate effect name (ex. fxrain fx_effect_lightning) first off, the ';' is a comment marker. Anything following ';' (or '/' for that matter) will be disregarded by the wac file. Sorry I just copied a post and some contents of one of the wac files included with the game there. To get your ammo stuff happening, use a teleport target (this example uses teleport target 1) with a negative pitch and a Z height to your liking, set your area triggers to have a music(var3) setting to define location (make sure area trigger number and music location are different numbers) and use something like this in the wac: //hit music location 5 randomly (at least once every 5 seconds) with sidewinder missiles when player is in music location 2 if ssnloc(10000,2) and random 5 then ammoarea(ammo_SIDEWINDER,5) endif //send stinger missiles down from teleport target 1 when player is in music location 2 if location 2 and elapse 4 then ammo2tgt(ammo_AI_STINGER,1) endif //send mortar down near player when they are in music location 1 if location 1 and elapse 5 then ammorain(ammo_AI_MORTAR) endif //pop up text on the screen when player is in music location 5 - use an elapse timer to stop the text from repeating too quickly if location 5 and elapse 15 then text("here is some text in the lower-left corner of the screen") endif //play a wave file - request medevac if waveready() and never() then wave("10MB517.wav",15) endif ------------------------- note above I have used both "location" and "ssnloc" in my if statements. I did this so that you could see that it doesn't have to be player dependent to trigger these events. eg: you could have a blackhawk in midair being flaked for example while it is in a certain area. thats type of wac files Regards Chears Lip A Girl ![]()
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