Shinkansen 0 Posted December 11, 2005 Hi, a lot of questions: Tank: - my tank doesn't show tracks on the ground when driving over the landscape, what have i forgotten? - the tank (ww1 Mark I) has one pair of wheels seperated behind the main tank as a following limber. the wheels are rotating very fast. - the tank has no hatches on the roof where a man could get out, how to disable that command from the action menu? Scripting problem: - I want to fire of a "scan horizont" command via script, how to do? Scripting problem in mission - Airplanes: I want to let one airplane hunt another, I used a trigger with condition plane01 in this list, activation exec script; script; #start plane01 domove getpos plane02 goto start this doesn't work for planes, why? Share this post Link to post Share on other sites
wildo 0 Posted December 19, 2005 Quote[/b] ]- my tank doesn't show tracks on the ground when driving over the landscape, what have i forgotten? youve forgotten the memory points Quote[/b] ]- the tank (ww1 Mark I) has one pair of wheels seperated behind the main tank as a following limber. the wheels are rotating very fast. how do you mean? thye rotate faster than the actual tank tracks themselves or? Quote[/b] ]- the tank has no hatches on the roof where a man could get out, how to disable that command from the action menu? i think this must be done using a script, im not entirely sure, ill have a look if it can be done config wise others i cannot help with bu hope this enlightens you Wildo Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 19, 2005 Scripting problem:- I want to fire of a "scan horizont" command via script, how to do? Believe the command cant be issued to AI, so the below script is the next best thing. Quote[/b] ]; AI Scan Horizon by Gnat; USE, eg in INIT ; [this, 12] exec "scan.sqs" ; >12< is number of secs between a facing change ; uses toadlife's WatchDirection function: See OFPEC.com ?!(local server) : exit _unit = _this select 0 _wmax = _this select 1 ; set the behaviour (your choice, manual) _unit SetCombatMode "RED" _unit SetBehaviour "COMBAT" _unitX = _unit ; is there a gunner in the object ... then select just him. ?alive(gunner _unit) : _unitX = (gunner _unit) ; if this is not a "man" and there is no gunner ..... exit ?("Man" counttype [_unit] != 1) AND (!alive(gunner _unit)) : exit ; main loop ... exit when the man/gunner dies #A ?!alive _unitX : goto "UDead" _ww = random _wmax ; wait a random time ~ _ww ; Select a random direction _wd = random 360 [units _unitX, _wd] call WatchDirection goto "A" #UDead ;hint "Scan Dead" exit Share this post Link to post Share on other sites
Shinkansen 0 Posted December 22, 2005 Hi, thank you very much for advice and script, I will try this. The first "bug" with the tracks was a very easy one, I have disabled it via the option menue. Share this post Link to post Share on other sites