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Author Topic: Doolittle's capture and hold script: Someone help? Please?  (Read 647 times)

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Baphomet

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I'm not really expecting anyone will actually do this but I'm desperate. I really really reallllllly like doolittle's capture and hold mission http://home.earthlink.net/~dbircsak/ofp/ch24liberate.zip
It has some teriffic features. However there's one feature that just absolutely kills it for me and the people I play with.

There's a certain portion of the script that restricts each side from using only technology pertinent to their alignment...

West can only use west weapons and vehicles, east can only use their respective weapons. It totally takes the fun out of jacking a Kamov if you're a westerner, or stealing an m1a1 if you're an soviet. Same goes for people who may be on an opposing side though their favorite weapon may be of the opposite side.

If someone could. I dunno... get rid of that for me?  Since I really don't know how to get rid of it without wrecking it.

there's references in other scripts some I know of some may be more subtle. Either way I don't think I'd be able to fix it without actually screwing up something and have it not work properly at all.

I'd really appreciate it if anyone were so kind as to do so. I recommend anyone else try it out too. It's really fun. Except for the whole vehicle/weapon type thing.

I've been notified of a workaround to allow west units to access east vehicles without them being converted as with weapons crates. However the problem still remains that any addon vehicle you attempt to place into the game still respawns as one most like it on a list... I've tried adding names of the addon vehicles to it and nothing...
« Last Edit: 19 Jun 2003, 07:52:02 by Baphomet »

Baphomet

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Re:Doolittle's capture and hold script: Someone help? Please?
« Reply #1 on: 20 Jun 2003, 15:57:26 »
Well looks like everythings sorted now. Balance has been restored. Heh