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Ruskiesrule

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I'm making a campaign based on that new island called Sarugao (Thats not the correct spelling, i think).

Its pritty simple, Resistance trying to run a load of Russians off their islands (Sarugao actualy has 3 islands on one map). The British and Americans join in after a while and you'll get to play as people from them.

You'll need alot of addons, such as those from fortress-ofp.com (Or ofp-fortress.com).

On the Resistance side of it you get to play as a Kozlice welding Rookie but will then get armed with an MG42 and then into the speicle forces. These missions will be hard, since a 4 man squad call 3 russian squads and a t-80 a "push over".

On the American side you'll play as a Tank commander, their'll be some M1A1 and M2A2 action.

On the British side you'll play as an L86a1 operator (thats an LSW operation, light support weapon) and i'll think about some missions when your in command of a squad too.

I'm planning on making a D-day mission that will have ALOT of scripting (I'll need help on that). This scripting should provide respawning for the AI's so that they all apear behind the player and carry on running along the beach, expect somthing not far off MOHAA d-day mission but with alot more freedom.

please post some insperational text up in this thread, and e-mail me at HazieDaVampire@aol.com if you would like to help me script my missions. Thankyou

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I've already done the basic beach landing level, its got all the text ("THIRTY SECONDS") But no voices, i mite not put any in cuz of file sizes! Could sombody please tell me a script to make somthing blow up, so i can make mines.

the good news about that script is that i can make a 'shingles' bit where the shingles blow up making a gap so the men can run through and kill the gunners!

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A modern beach assault would probably be made under cover of some seriously intense air attacks. On D-Day the expected air cover was shaky at best, but the chances are a modern beach landing would be much less bloody. Naval strike aircraft and helicopter gunships would blow most pre-prepared defences to rubble and take out a lot of the local armour. It might be worth considering that in order to cut down on CPU usage and stuff. Besides a few well placed and highly skilled snipers, RPGs and machinegunners still have the potential to turn a beachhead into a bloody mess.

If you go to this addy http://www.ofpec.com/editors/index.php

and look for script snippets you should be able to find a script for an explosion. Oddly enough I think it's under mines. biggrin.gif

BTW I'm using Saragau (yeah I can't spell it either) at the moment and it rocks the world. I think it's almost as good as Nogova.

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may i remind you that this beach landing is being preformed by a small 700man army, the best airforce they can muster is some civil prop aircraft, their airdefense is old flak guns and heavy machine guns (But not up to shilka standards).

I just took a look and i spelt it correctly hehe, i don't have resistance so i don't really know what that island is like.

I'm sure i once found a mine that was just a normal AT-mine with a trigger over it that made it detonate at ofpec, i need somthing as simple as that using no external scripting.

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if that is so, then small sized incursion would be the way. instead of all 700 showing up, small number destroying a few posts, and then the rest coming in.

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well maby not 700, and they're fighting a low budget soviet army (Its only a small island, the soviet government wouldn't put to much money into keeping it). And the landing mission only has two 12 man squads in some higgins boats.

More hlep on the mine please, i'd like internal scripting

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i don't know any internal scripting that will simulate artillery barrage. external is more powerful. there should be some floating around there.

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this might be a little easyer to answer and equily as usefull, how do i make somthing die?? "setdammage 4"?

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so whenever a trigger is activated with that a man will die, a tank will blow up, and there for a mine will blow up in the face of the man who activated the trigger and kill'em too!

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hmmm, that doesn't apear to be working.

How about one of those that spawns a grenade or tank shell? Can sombody post a one line script for that please?

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In the editorupdate from Kegetys is a HE mine.

If you name that and make a trigger

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">minename setdammage 1<span id='postcolor'>

That makes a pretty cool explosion.

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i'm kinda confused, do i need the edittor upgrade to do that?

And this has confused me for a long time, where in a trigger do i actualy put scripts? Up untill now i've just put them in every place that could be right.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Sep. 21 2002,21:15)</td></tr><tr><td id="QUOTE">i'm kinda confused, do i need the edittor upgrade to do that?

And this has confused me for a long time, where in a trigger do i actualy put scripts? Up untill now i've just put them in every place that could be right.<span id='postcolor'>

You activate a script in the "on activation" field.

The command is

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname exec "scriptname.sqs"<span id='postcolor'>

Or

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "scriptname.sqs<span id='postcolor'>

But that setdammage command is just a command you can use without a script.

Just make a trigger with the conditions you want and put in the "on activation" field

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">minename setdammage 1<span id='postcolor'>

There are some mines in the regular editor i think. But i didn t test them.

You can also do it with the satchel charges. But i noticed they act like planes and fly around the ground sometimes hehe, funny to watch. Also funny if the mine "flies" away from it s location just under your building and then blows tounge.gif

Hope that helped.

Cheers

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JAP @ Sep. 21 2002,21:20)</td></tr><tr><td id="QUOTE">The command is

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname exec "scriptname.sqs"<span id='postcolor'>

Or

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "scriptname.sqs<span id='postcolor'><span id='postcolor'>

Try this

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[unitname] exec "scriptname.sqs"<span id='postcolor'>

Or

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "scriptname.sqs"<span id='postcolor'>

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no, i ment

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">minename setdamage1<span id='postcolor'>

isn't working

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Sep. 22 2002,00:46)</td></tr><tr><td id="QUOTE">no, i ment

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">minename setdamage1<span id='postcolor'>

isn't working<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">minename setdammage1<span id='postcolor'>

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that was just a simple spelling mistake on my end, in the edittor if i made a mistake it wouldn't accept it, it isn't working.

Well i've made my first mission, any mission creators who are better than me fancy fine tuning it?

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I don't know if you both meant to do that but it should have a space after dammage and 1:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">minename setdammage 1<span id='postcolor'>

And I don't know why they spelt damage with 2 ms, I guess a spelling mistake.

RED

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For Ruskiesrule

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How about one of those that spawns a grenade or tank shell? Can sombody post a one line script for that please?<span id='postcolor'>

If you dont want to use any external scripts or editor addon to simulate one of your explosion , you can do that too

Create a Game Logic ( it is in the unit creation menu instead of est, west, resistance, civil, empty..) , it is where you want the explosion to take place

Name it BOB (an example)

Create a trigger at the line Activation : your choice will depend on what you want to activate the trigger

At the line On Activation , type (remember in my example the name is BOB and here i name the object/explosive Boom)

For a handgrenade-like explosion

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Boom="grenade" camcreate [(getpos BOB select 0), (getpos BOB select 1), (getpos BOB select 2)]<span id='postcolor'>

For a tank shell-like explosion

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Boom="Heat105" camcreate [(getpos bob select 0), (getpos bob select 1), (getpos bob select 2)]<span id='postcolor'>

or

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Boom="Shell105" camcreate [(getpos bob select 0), (getpos bob select 1), (getpos bob select 2)]<span id='postcolor'>

For a devastating LGB-like explosion

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Boom="LaserGuidedBomb" camcreate [(getpos BOB select 0), (getpos BOB select 1), (getpos BOB select 2)]<span id='postcolor'>

Hope it helps

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Helps alot, i need somthing to kill off some more men, the Machine gunner seems to not want to shoot the men untill they get up the beach for a while.

I actualy had a go as the gunner, and it looks just like in Saving Private ryan when you see it from inside the pillbox.

I wish they game had a little more animative movement style scripting, so stuff like higgins ramp opening and all the men running out at the same time! And make a machine gunner who takes more pot shots and more of a 'mowing down' style of shooting.

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i just tried it! Its perfect! the little resistance dude runs up and gets blown up. it'll work pefectly! I'm also going to do the bit when the explosions go off around the landing craft!

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hehe, i did a whole load of them and the one next to the other landing craft must of killed the driver, cuz its now doing a load of dohnuts!

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