Forum Replies Created

Viewing 30 posts - 1 through 30 (of 75 total)
    • Coopwarriors Participant
      September 1, 2025 at 17:41 #5556

      I think I’m almost done. Please be patient.

    • Coopwarriors Participant
      August 28, 2025 at 18:49 #5553

      i still work on it it tack longer then than expected

    • Coopwarriors Participant
      August 26, 2025 at 20:32 #5550

      I know it but I am not at home at the moment. I’ll get back to you Thursday afternoon. I’ll make an example and email it to you if you give it to me in a DM.

    • Coopwarriors Participant
      July 14, 2025 at 21:53 #5513

      you dont need a text bin file ore a wac file for it

    • Coopwarriors Participant
      July 14, 2025 at 21:53 #5512

      you dont need a text bin file ore a wac file for it

    • Coopwarriors Participant
      July 14, 2025 at 13:25 #5507

      Press the helo key, then Edit item attributes. There’s also the Al text file. Change that to ignore enemies.

      If you can’t figure it out, I’ll make a demo map .

    • Coopwarriors Participant
      May 9, 2025 at 06:42 #5265

      yes that is possible it was set to 14 Hz and it had to be 60 Hz for the full screen even have it now at 144 Hz

    • Coopwarriors Participant
      November 10, 2024 at 22:16 #4924

      this is what i see run-time error 91  object variable or with block variable not set

    • Coopwarriors Participant
      September 25, 2024 at 12:48 #4832

      I hope I can figure it out or another mapmaker

      Mortar Hits
      As an alternative to setting variables within this script to turn on and off Mortar attacks, the
      variables can also be set within the DFX:MED.
      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

    • Coopwarriors Participant
      March 10, 2023 at 21:53 #4292

      not work yet grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr almost

    • Coopwarriors Participant
      March 8, 2023 at 22:31 #4286

      i will make it  easy. you will see a link for download ok i will make it tomorrow

       

    • Coopwarriors Participant
      March 3, 2023 at 13:14 #4284

      i can make a sample map for you how to do it

       

    • Coopwarriors Participant
      January 24, 2023 at 17:38 #4226

      someone else´i s like to fix it but is ok i work on my on map to

       

    • Coopwarriors Participant
      January 15, 2023 at 14:31 #4192

      thanks Captain ist work fine now

    • Coopwarriors Participant
      January 28, 2022 at 13:30 #3770

      i know but cant download it from ther  thanks for the help

       

    • Coopwarriors Participant
      September 22, 2021 at 13:54 #3421

      see squares that are gray.in nile to move object and some other

    • Coopwarriors Participant
      September 8, 2021 at 21:42 #3414

      hi Red Dog  i like to have it  ,did you read my private message? sent to you , about babstats

      Palle he might . can help with babstats

Viewing 30 posts - 1 through 30 (of 75 total)