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-   -   [MOW:Vietnam]New missions (http://forum.fulqrumpublishing.com/showthread.php?t=26356)

ugopierini 11-02-2011 12:15 PM

I have a problem with doors in game(not gates, they work correctly). I can order doors to open when i want with triggers ,but they are seen by ai human as locked. I put animation with open command and i also used entity state trigger (i set them "opened"in tag) but ai humans don't pass throught the door . I always must to unlock doors directly(a locker icon appears) to make them work properly.

Man o' war 11-02-2011 06:41 PM

Quote:

2 things ,you dont need to import stuff into the pak file ,
just recreate the folder in the same order outside the pak
and import the files to that folder (preferably in a mod folder,
you can try it in the vnewmissions folder for example) .

second thing , did you imported the related files from the
\Resource\set\stuff folder of the mod you tried to import the
flashlight from ?

Oh so thats what I need to do.... Thanks a lot man!


Quote:

cool man , when you finish it send it over and if you want
I'll add it to the next release (if it's working without problems
and not impossible to beat).
OK. So how do I send the mission files to you?

Quote:

I have a problem with doors in game(not gates, they work correctly). I can order doors to open when i want with triggers ,but they are seen by ai human as locked. I put animation with open command and i also used entity state trigger (i set them "opened"in tag) but ai humans don't pass throught the door . I always must to unlock doors directly(a locker icon appears) to make them work properly.
Try adding "effect" trigger (i think its under "other" or "generic") and in the effect box type in "open" to open then (after a delay) "close" to close.

ugopierini 11-03-2011 09:02 AM

Tnx man it worked!

ugopierini 11-07-2011 08:17 AM

My second mission is almost done (not complete yet). Who want to help me with testing and suggestions?

MACV HQ 11-07-2011 04:03 PM

Editing sounds for air stirke for F-4, and to show ordinace impact
 
How do we change the sounds for airstrikes, for aircraft? right now we have an F-4 and a UH1 doing airstrikes, but the sound is of a WWII aircraft airstrike, and dose not show ordinace drop and impact.


Thanks you guys for your support


Maj Scott

Man o' war 11-10-2011 07:58 AM

Quote:

Originally Posted by ugopierini (Post 358972)
My second mission is almost done (not complete yet). Who want to help me with testing and suggestions?

Ugopierini I will try to help you as musch as I can, but I may not be able to do it as I'm working on a few maps and importing some other stuff and as I don't know everything, but just say your problems here and I'll try to help you out. :)

Quote:

Originally Posted by MACV HQ (Post 359167)
How do we change the sounds for airstrikes, for aircraft? right now we have an F-4 and a UH1 doing airstrikes, but the sound is of a WWII aircraft airstrike, and dose not show ordinace drop and impact.


Thanks you guys for your support


Maj Scott

Yeah, I noticed that problem as well...

I tried adding all sorts of ammo to the f4 but none of it works so you have to place a few waypoints and connect them and then add the "spawn" trigger; if you put "air attack" trigger you get the WWII sounds. However, you can try adding the "waypoint" trigger and adding "sound" trigger (maybe it's music, I don't know) and adding the sound of a modern airstrike... I haven't tried that yet, but feel free to do it if you want to. :grin:

Man o' war 11-11-2011 06:39 PM

Problem
 
Men Of Peace

I did copy the fonar file (it's size is 1KB) from resource/set/stuff/pistol to MOWV/resource/entity/reac mod/weapons/fonar_ruchn etc. and I still have the same problem... :confused:

Then I copied the entire set file from the mod to MOWV/resource/set and still nothing...

Can you help me out?:confused:

If anyone else knows the solution to this problem, please tell me!
Thanks!

ugopierini 11-13-2011 09:58 AM

I need help. I want to make a vehicle (a m113)act as a bulldozer against other vehicles(crushed or not inhabited). In a normal situation the vehicle crush the first abandoned vehicle and stop engines. I want not to make it stop. Any idea? I have bridges in my map and i want the ai to clean them in game.

Men Of Peace 11-15-2011 07:15 PM

Small update , the next mission&map is almost ready ,
hopefully I'll have time to finish it in a few more days .

here is a small preview from the new mission :

http://img254.imageshack.us/img254/7792/doal.jpg

http://img443.imageshack.us/img443/2824/doal2.jpg

http://img811.imageshack.us/img811/2994/doal3.jpg

hopefully the next release will be ready in a few more days ,
so ugopierini if you have any final updates or new mission
that you want to include in the new release send it over in the next few days.

Man o' war same goes to you, if you finished that mission you worked on .

and to answer your question ,just zip or RAR your mission folder,
upload it to mediafire or something and send me the link in private.
dont forget to include the texts and any other stuff that located
in other folders (if you use any,like for example custom environments.)
just send it all in one folder and I'll take care of all the placements
of the files in the right locations and the mod setting issues.

about that flashlight , can't be sure but it seems you transferred
the folders to a wrong location , if you want send me a download
link in private to that mod ,and when I'll have spare few minutes
I'll check it out and let you know .

ugopierini ,sorry man no time to experiment i can only suggest
some things that might work or not ,maybe try to disable AI movement ,
make sure that all the vehicles are light enough for the m114 to
bulldoz cause it's not heavy vehicle , or go for the easy option and
just use a tank instead .

ugopierini 11-16-2011 06:13 AM

Really nice town!
For now i think i will made a simple delete trigger to clean my bridges. If i send you the mission files can you control only the text files (english isn't my main language)


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