Scud 0 Posted May 28, 2004 Ok days days on this and really getting cheesed off so its time to ask the forum again. 1st question with my model plane when drop tanks are released the overall fuel cap is reduce - dah. Lets say from 300 to 150 setting in cpp is fuelCapacity=300; then in sqs file when tanks released I want to change that to fuelCapacity=150; but I keep getting an err saying it doesn't recon fuelCapacity or _fuelCapacity or (fuelCapacity _vehicle) any helpers? 2nd ques Have made up a set of number.paa's 0-9 and want them at random on plane. ie sqs _number=(random 10) ?_number<=1: _plane setobjecttexture [17,"\scud_p38\1.paa"] etc etc I know the random numbers work coz I check with chat in game. and I know the hidden selection works for same reason but I put both together and get err unknown whatsimajig. have tried _number1=(random 10) ?_number<=0: [_plane] setobjecttexture [17,"\scud_p38\1.paa"] Any helpers again? Share this post Link to post Share on other sites
Footmunch 0 Posted May 28, 2004 Scud, the commands you want are: fuel _object - Returns current fuel amount between 0 and 1 _object setfuel level - Sets the fuel level (between 0 and 1) You can't change properties of the class (such as fuelCapacity or maneuvarability) in sqs files. They are 'parameters' rather than 'variables'. So when the drop tanks go: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(fuel _plane > 0.5): _plane setfuel 0.5 IIRC all vehicles use fuel at the same rate, so fuelCapacity tells you how long the engine can be run between re-fuellings. The random function returns a _real_ value (rather than an integer) between 0 and N. So you want something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _num = random 10 ?(_num < 1) : setobjecttexture[17, "\quackquack\1.num"] ?(_num < 2) : setobjecttexture[17, "\quackquack\2.num"] ?(_num < 3) : setobjecttexture[17, "\quackquack\3.num"] . . . ?(_num < 9) : setobjecttexture[17, "\quackquack\9.num"] ?(_num < 10) : setobjecttexture[17, "\quackquack\0.num"] So, the selection will get re-textured until the number wanted is reached. (BTW Both of these things are done in my F-16 - you can take that to bits and see how it works, if you like). Share this post Link to post Share on other sites
Scud 0 Posted May 28, 2004 Thanx Footmunch I already have the set fuel working it is the "properties of the class (such as fuelCapacity)" that I wanted to alter but looks like I wont be doing that. Quote[/b] ]Code Sample _num = random 10 ?(_num < 1) : setobjecttexture[17, "\quackquack\1.num"] ?(_num < 2) : setobjecttexture[17, "\quackquack\2.num"] ?(_num < 3) : setobjecttexture[17, "\quackquack\3.num"] . . . ?(_num < 9) : setobjecttexture[17, "\quackquack\9.num"] ?(_num < 10) : setobjecttexture[17, "\quackquack\0.num"] So, the selection will get re-textured until the number wanted is reached. (BTW Both of these things are done in my F-16 - you can take that to bits and see how it works, if you like). I will give this ago - dunno why I haven't tried before. If it doesn't work I will check out your F16. Thanx Share this post Link to post Share on other sites
.granQ. 0 Posted June 14, 2004 have a question on that, if i got this right (and this is how i made it).. the script start from a init eventhandler and the random number isn't seen for anyone else then the local host in MP games? Share this post Link to post Share on other sites
BraTTy 0 Posted June 14, 2004 It should be seen on all machines ,as the "init" now runs globally since one of the last patches The problem that could happen is if the scripts are running independantly on each machine,they each could end up with a different random number Share this post Link to post Share on other sites