done it works fine for me . wher to send it. or.send me a test mail coopwarriors@ziggo.nl. then i can send it to
Forum Replies Created
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September 2, 2025 at 15:38 #5558in reply to: Making vehicles respawn at spawn markers at different location
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September 1, 2025 at 17:41 #5556in reply to: Making vehicles respawn at spawn markers at different location
I think I’m almost done. Please be patient.
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August 28, 2025 at 18:49 #5553in reply to: Making vehicles respawn at spawn markers at different location
i still work on it it tack longer then than expected
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August 26, 2025 at 20:32 #5550in reply to: Making vehicles respawn at spawn markers at different location
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.
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July 14, 2025 at 21:53 #5513in reply to: Setting helicopters to ‘passive’ state
you dont need a text bin file ore a wac file for it
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July 14, 2025 at 21:53 #5512in reply to: Setting helicopters to ‘passive’ state
you dont need a text bin file ore a wac file for it
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July 14, 2025 at 13:25 #5507in reply to: Setting helicopters to ‘passive’ state
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 .
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May 9, 2025 at 06:42 #5265in reply to: full screen 4k how ?
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
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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
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March 10, 2023 at 21:53 #4292in reply to: How do you make targets show on map and disappear when destroyed?
not work yet grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr almost
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March 8, 2023 at 22:31 #4286in reply to: How do you make targets show on map and disappear when destroyed?
i will make it easy. you will see a link for download ok i will make it tomorrow
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March 3, 2023 at 13:14 #4284in reply to: How do you make targets show on map and disappear when destroyed?
i can make a sample map for you how to do it
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January 24, 2023 at 17:38 #4226in reply to: disappears
someone else´i s like to fix it but is ok i work on my on map to
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January 3, 2023 at 17:33 #4175in reply to: How to play Joint Operations without Novalogic
I use BattleLANv0.5 work fine
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September 8, 2021 at 21:42 #3414in reply to: heli and rope
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
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August 23, 2021 at 22:58 #3408in reply to: heli and rope
hi cap can you send me a copy from it to my mail coopwarriors@ziggo.nl
big thanks
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