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Author Topic: Claymore Script  (Read 987 times)

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Kriegerdaemon

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Claymore Script
« on: 02 Jan 2003, 07:22:40 »
Hi folks,
Anybody want to test a Claymore Script?
The Mines will be activated by Mans, Cars and Tanks. (But not dangerous for Tanks.)

Keep on killing!  ;D ;D ;D
Best greetings from the german Mapfact project.
« Last Edit: 02 Jan 2003, 07:27:33 by Kriegerdaemon »

Offline Dinger

  • Contributing Member
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  • where's the ultra-theoretical mega-scripting forum
Re:Claymore Script
« Reply #1 on: 06 Jan 2003, 18:47:55 »
looks cool. when I get home tomorrow I'll put it on my list to check out.
I foresee only a couple problems:
A. Mission editor needs to insert the unit names of all triggerable addon units.
B. in cadet mode, tracers will be visible
C. In multiplayer, sound and visual effects will be on the placing machine only.
D. The mines are directional, but the activation is not.

If it helps, take a look at what we did with claymores over at forum.thechainofcommand.net in the public downloads section.  The scripts in the .pbo might give you some ideas. ;)
Dinger/Cfit

O Neil

  • Guest
Re:Claymore Script
« Reply #2 on: 14 Jan 2003, 06:20:59 »
DIdn't work for me, soz

Offline Terox

  • Former Staff
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  • Follow the Sappers!
    • zeus-community.net
Re:Claymore Script
« Reply #3 on: 14 Jan 2003, 18:16:26 »
dl the sebnam pack, the coc minepack within has everything you will need
Zeus ARMA2 server IP = 77.74.193.124 :2302
Teamspeak IP = 77.74.193.123