Hudson 0 Posted December 20, 2001 Hey anyone know how to use our new commands yet CreateVehicle CreateUnit DeleteVehicle I love the new toys, but how to use them? Share this post Link to post Share on other sites
Hudson 0 Posted December 20, 2001 Well I Backoff and I just solved the mystery. Here is an example... m1 = "M113" createVehicle (getpos GameLogic) where m1 is the name of the new vehicle. Share this post Link to post Share on other sites
zovirl 0 Posted December 20, 2001 Are you actually able to get in those vehicles? I can get it to make a vehicle, but I can't get in it. Share this post Link to post Share on other sites
suma 8 Posted December 20, 2001 Command reference in editing section will be updated tomorrow. Until then, use following fragment from it: -------------------------------------------------------------------------------- type createUnit unitInfo Operand types: type: String unitInfo: Array Type of returned value: None Compatibility: Version 1.34 required. Description: Create unit of given type. Format of unitInfo is: [pos ( Position ),group ( Group ), init ( String ), skill ( Number ), rank ( String )] Note: init, skill, and rank are optional, default values are "", 0.5, "PRIVATE". Example: "SoldierWB" createUnit [getMarkerPos "barracks", groupAlpha] -------------------------------------------------------------------------------- type createVehicle pos Operand types: type: String pos: Array Type of returned value: Object Compatibility: Version 1.34 required. Description: Create empty vehicle of given type. Pos is in format Position Example: _tank = "M1Abrams" createVehicle getmarkerpos "tankFactory" -------------------------------------------------------------------------------- deleteVehicle object Operand types: object: Object Type of returned value: None Compatibility: Version 1.34 required. Description: Delete any unit or vehicle. Only vehicles inserted in editor or created during mission can be deleted. Player unit cannot be deleted. Example: deleteVehicle tank Share this post Link to post Share on other sites
suma 8 Posted December 20, 2001 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from zovirl on 8:41 pm on Dec. 20, 2001 Are you actually able to get in those vehicles? Â I can get it to make a vehicle, but I can't get in it. <span id='postcolor'> Yes, you can get in, but sometimes you have to wait for a while (upto 15 seconds), until the game interfaces takes notice the vehicle is there, especially when it is created close to you. Share this post Link to post Share on other sites
Hudson 0 Posted December 20, 2001 Thank you Suma, We will definatley be having some fun with these new commands. This game of yours keeps getting better and better. Thanks again Share this post Link to post Share on other sites
CanisDEK 1 Posted December 21, 2001 Hmm very cool indeed. You could make some nice vehicle reinforcement system for MP with this. Although Vehicles respawn might be better for the CPU and RAM. Share this post Link to post Share on other sites
Chris Death 0 Posted December 21, 2001 hmm - This will not only be good for vehicle respawn i think. We can use it also to decrease some kind of lag, caused by to many ai or objects already on the map, when the mission starts. Thx to BIS for being still on user-side-developement (even after getting honored creating the best game) btw. OFP is the first game, i have to quarrel with my wife, about what is more important: she or it hehe Share this post Link to post Share on other sites
xxxvader 0 Posted December 21, 2001 haha this is not only going to make RPG much smoother better but i always wanted to do that tribes 2 vehicle spawning in OFP. Share this post Link to post Share on other sites
BigQEd 0 Posted December 21, 2001 Actually I think this would be the ANSWER to respawn with out the bugginess. Delete the old... thus removing it completely. Create the new thus spawn a new vehicle for someone to plop their butt in. Share this post Link to post Share on other sites
Backoff1 0 Posted December 23, 2001 Hi all ! I've a problem with the createUnit command. If i put this line in a radio trigger activation field: "SoldierWB" createUnit [getpos GLGroup1, group w1, "mytest = true", 0.5, "PRIVATE"] (note the init parameter) This way, it works fine, the unit is created and mytest variable is set to true. Now if i use the same line in a script called by the same radio trigger, the game crash to desktop. If i remove the init parameter ("") it works again. Any idea? (Edited by Backoff1 at 6:54 pm on Dec. 23, 2001) (Edited by Backoff1 at 6:55 pm on Dec. 23, 2001) Share this post Link to post Share on other sites
DevilDawn 0 Posted December 25, 2001 Sorry for double-posting, I discovered this Thread later. Furthermore, one of my issues is not MP-related. Quote from http://www.flashpoint1985.com/cgi-bin....ic=2394 : Greets. I have some Probs with createUnit when editing Missions. First one: Build a Trigger which, when activated, creates a Soldier in any group and set a variable to "true". Build another Trigger which react when set variable above is "true". The second Trigger will never activate, unless the created Soldier is the last possible member in the group (i.e. th 12th soldier). If you set the variable first and then create the Soldier everything seems to work fine. This indicates an internal problem with createUnit. Second (and much more severe): I have changed some MP missions for use with createUnit. Enemies are now dynamically created when they're needed. This works fine in preview and on a local (non-dedicated) server. Bur on a dedicated server OFP sometimes crashes back to desktop without error if the dynamically created enemies are killed. I would say there is a severe bug in createUnit which makes it totally useless for MP missions (which is really sad, 'cause MP missions with lots of enemies reduce Server FPS drastically). Has someone else noticed this behaviour? Was someone else able to resolve this issue? May the OFP Dev Team take a look at the code again and comment my observations? TIA, DevilDawn[JSOD 85th] (End of Quote) Share this post Link to post Share on other sites
crashdome 3 Posted December 25, 2001 I had similar problems... If you care to, take a look at my last post on this thread: http://www.flashpoint1985.com/cgi-bin/ikonboard/topic.cgi?forum=8&topic=3197 Basically, there is a problem with the ded. server not recognizing these new units properly when created. At least this is what I am assuming. As my post says, I hope to get a reply from BIS on the rpt file I sent them. I will post the info here or link to it if I get some useful info. Share this post Link to post Share on other sites
crashdome 3 Posted December 28, 2001 Scratch what i wrote above........ Here are some results from tests I ran: http://www.flashpoint1985.com/cgi-bin/ikonboard/topic.cgi?forum=8&topic=3231 Share this post Link to post Share on other sites
CanisDEK 1 Posted December 28, 2001 When deleting a vehicle is the "deletevehicle tank" pointing to the name "tank" of the vehicle? Share this post Link to post Share on other sites
CanisDEK 1 Posted December 28, 2001 I just tried making a vehicle getting deleted and the created when detroyed ie. respawned. I set the vehicle type to UH60-MG and also tried UH60/MG as that was the vehicle I wanted to respawn, but I got the error that the vehicle type UH60-MG / UH60/MG was wrong. Is there anywhere I can find a list of all the names for the vehicle types? Share this post Link to post Share on other sites
CanisDEK 1 Posted December 28, 2001 I got the d*amn thing respawning ... the name was UH60MG, but there is one problem. I want to make the heli respawn forever so I did the folowing: Trigger: !Alive US_Heli On Activation: deletevehicle US_Heli; US_Heli="UH60MG" createvehicle getmarkerpos "US_Pad" I get an error message in the editor (preview) that says that the variable name US_Heli is reserved. The name US_Heli is already used... somehow that variable name is not deleted along with the heli. If I set the variable name to US_Heli2 there is no problem of course. I need to find a way to rename US_Heli to something else either before or after it is deleted. (Edited by CanisDEK at 5:46 pm on Dec. 28, 2001) Share this post Link to post Share on other sites
CanisDEK 1 Posted December 28, 2001 The US_Heli=nil does not work either, variable reserved Share this post Link to post Share on other sites
CanisDEK 1 Posted December 28, 2001 Well some guy in the OFPEditing Chat helped me Sefe I think. Here is a link where this is explained: http://www.ofpeditingcenter.com/cgi-bin/YaBB/YaBB.pl?board=board_hints_and_tips&action=display&num=1008986499 Share this post Link to post Share on other sites