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cobra5000

My questions about editing and scripts

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1. Can i turn my units like AH-1 into MI-24 for example?

2. How i make a taking flags missions?

3. How i make Basic and Advanced Scripts?

4. How i add Radio Music on the cars?

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You wanna know soooooo much!

Question 1

You can't. It's a game limitation.

Questions 2-3

I suggest you to learn how to do all these things by yourself.

The OFPEC site is a very good place to start (Look at my signature for the link to it, but it's currently down due to a problem on the server. It will back online soon.). There are tons of tutorials there that will teach everything you want.

In addiction there's a newborn site: the OFP Design Team that focus on basic and advancing mission editing and scripting. Its' very new, and you may contribute for it's growing (again check my signature).

Question 4

Send me PM with your e-mail address and i will send to you a tutorial on how to add music and sound for OFP

Klavan

PS

Welcome to this forum!

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why would you need to turn your AH-1 into a MI-17 im just wondeing..

and yes OFPEC can sort all your other problems biggrin_o.gif

---------------------------------------------------

Spion fire[''Put'', ''Pipebomb''] - Whats Wrong with that.. not working

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hmm - since an AH-1 or a MI-17 are both vehicles, you

CAN change them ingame. The only thing you can't change

is the player wink_o.gif

In theory it will work like that:

createVehicle a MI-17 ingame

detect the position of the AH-1 by getpos command and

store it into a variable (array)

detect the heading by getdir command and store it into

a variable

detect the crew of the AH-1 and store them also into

a variable

eject the crew

delete the AH-1 (deleteVehicle)

setpos the MI-17 to previously stored position of AH-1

setdir to previous direction of AH-1

mount the crew into the MI-17

Off course you need to find some work-arounds like a

fade to black and back to light to not let anybody see

this (will look strange for sure) and also you'll need to

find a way to not let the MI-17 crash (engine would

be just starting once it gets manned).

~S~ CD

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Chris Death, i don't understood what you worte. please tell my what can i do that your answer lf question 1 will work?

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I suggest you forget about trying to swap the two helocopters for now, because it would be too hard and your obviously just starting off. As soon as ofpec comes back up go there and read up on some tutorials and you will be able to figure out most of your problems.

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Since we are on the "My questions about editing and scripts" topic I'd like to ask ONE simple and basic scripting question.

How do you make a script false (disable it) after 60 sec?

PS: Already looked at OFPEC.

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@colossus

~60

exit

will make the scripts pause for 60 seconds and then exit itself. Obviously it´s pointless unless the script does something else first smile_o.gif

Can you be more specific about what you want to achieve?

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Well, I downloaded a script called "Active Smoke Signal" (First one)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[name of helicopter,point on map,"colour"] exec "activeSmoke.sqs"

and now I want to disable that script after 60 sec so that the smoke isn't eternal.

Got it now? huh.gif

<s>EDIT: I have already done what you said inside the .sqs file but if it was possible to turn it off in-game it would be better.</s>

That didn't work, it's in loop.. it think.

EDIT2: Ok lets put it this way:

Can you disable a trigger with another trigger? Yes I guess so, but how?

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I didn't look at the script you attached yet, because I'm working and cannot download anything without violating company rules, but...

I assume this script runs a loop that looks something like this:

#loop1

codeThatCreatesSmoke

~1

goto "loop1"

Well, then all you have to do is include a way out of the loop. Try something like this:

counter = 0

#loop1

counter = counter + 1

codeThatCreatesSmoke

~1

? counter >60: goto "endLoop"

goto "loop1"

#endLoop

exit

The syntax is not correct, but if you look at my examples I think you can figure out how to do it. Basically, the counter will start ticking from zero when the script starts. After 60 seconds the condition  counter >60 is met and the script then quits the loop and exits.

Sorry if my example is hard to understand, but it's midnight here and I've been working since lunchtime.  confused_o.gif

EDIT: Yes you can disable a trigger with another trigger (if it fires repeatedly, or hasn't been activated yet). Either you set the condition of Trigger1 to false in the activation field of Trigger2...

... or you can delete trigger1 by naming it and then using deleteVehicle in Trigger2, thus removing Trigger1

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