cobra5000 0 Posted August 29, 2005 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? Share this post Link to post Share on other sites
klavan 0 Posted August 29, 2005 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! Share this post Link to post Share on other sites
mattxr 9 Posted August 30, 2005 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 --------------------------------------------------- Spion fire[''Put'', ''Pipebomb''] - Whats Wrong with that.. not working Share this post Link to post Share on other sites
Chris Death 0 Posted August 30, 2005 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 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 Share this post Link to post Share on other sites
cobra5000 0 Posted August 30, 2005 Chris Death, i don't understood what you worte. please tell my what can i do that your answer lf question 1 will work? Share this post Link to post Share on other sites
Victor_S. 0 Posted August 30, 2005 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. Share this post Link to post Share on other sites
mattxr 9 Posted August 30, 2005 Operation Flashpoint Editing Center (OFPEC) Share this post Link to post Share on other sites
nominesine 0 Posted September 1, 2005 Ofpec is back online again. Welcome to learn from the tutorials in the forums Cobra5000 Share this post Link to post Share on other sites
Colossus 2 Posted September 2, 2005 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. Share this post Link to post Share on other sites
nominesine 0 Posted September 2, 2005 @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 Can you be more specific about what you want to achieve? Share this post Link to post Share on other sites
Colossus 2 Posted September 2, 2005 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? <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? Share this post Link to post Share on other sites
nominesine 0 Posted September 2, 2005 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.  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 Share this post Link to post Share on other sites