Okay this is kind of strange to me but here we have a safe addon .... I'm not sure what you would do with it but it's here..
Es gibt auch einen readme auf Deutsch in der Akte
______________________________________________________________ ---------------------------- MERCS Safe - Version: 1.0 ----------------------------- ______________________________________________________________ Authors: ------- AK-Chester - [email protected] AK-George - [email protected] ______________________________________________________________ Requirements: ------------ Operation Flashpoint : Resistance - Version: 1.96 ______________________________________________________________ Contents: -------- MERCS_Safe.Intro - mission editor template (folder) MERCS_Safe.Eden.pbo - singleplayer demo mission MERCS_Safe.Eng.txt - english readme (this file) MERCS_Safe.Ger.txt - german readme MERCS_Safe.gif - screenshot(s) MERCS_Safe.pbo - addon ______________________________________________________________ Installation: ------------ 1. Put the "MERCS_Safe.pbo" (addon) into your ..\OperationFlashpoint\Res\Addons directory. 2. Put the "MERCS_Safe.Eden.pbo" (singleplayer demo mission) into your ..\OperationFlashpoint\Missions directory. 3. Put the "MERCS_Safe.Intro" folder (template for mission editors) in your ..\OperationFlashpoint\Users\YourName\Missions directory. 4. Have fun! ______________________________________________________________ Editing: ------- The Safe and a (placeable version of the) Note with the Code that's required to open the Safe can be found in the ingame editor under... Empty > MERCS Objects To make the (required) dialogs available in your custom mission, you'll need to put a copy of the included description.ext template into the same directory where your mission.sqm is. If you are already using a description.ext in your mission, then just copy the contents from our template and paste it to your existing file. In the demo mission an enemy officer carries the Note with the Code and drops it like any other "weapon" once he's killed, allowing the player to pick it up and access the Code. The officers init field looks like this: this addWeapon "MERCS_Code_Paper"; If you want the player to have that Note with the Code right away, just put that same line in his own init field. A player that has that Note can check the Code anytime using the action menu. That action menu entry will disappear once the Safe is empty. Please note that there can only be one Safe in a mission (at a time). Editor Names / Class Names: ---------------------------- Safe / MERCS_Safe Safe Code / MERCS_Code_Paper (dummy weapon) aka Safe Code / MERCS_Code_PaperHolder Variables: --------- MERCS_Safe_Code = 123456 (a random six digit number, automatically generated) MERCS_Safe_Empty = false (true once the Safe has been "emptied") MERCS_Safe_InUse = false (true while a player tries to open the Safe) MERCS_Safe_Numbers = [] (dialog related, nothing you'll have to deal with) This addon is compatible with ECP 1.085. ______________________________________________________________ Beta Testers: ------------ AK-Joolz, Blink Dog and CanadianTerror. Thanks a lot! :-) ______________________________________________________________ License / Disclaimer: -------------------- You are permitted to install, use and modify this software for personal entertainment purposes only. Any commercial, military or educational use is forbidden without the authors permission. You are free to distribute this software as you wish, as long as it is kept 100% free of charge. The authors take no responsibility for any damages this software may cause. Use it at your own risk. ______________________________________________________________
There are no comments yet. Be the first!