johnwilso007 0 Posted May 30, 2006 what is the command to put weapons into a vehicle so its like a ammo crate? Share this post Link to post Share on other sites
DBR_ONIX 0 Posted May 30, 2006 It's the exact same as to put weapons into an ammo crate AFAIK.. car1 addweaponcargo["m16",3] - Ben Share this post Link to post Share on other sites
johnwilso007 0 Posted May 30, 2006 cheers man just forgot the little things in it lol Share this post Link to post Share on other sites
johnwilso007 0 Posted May 30, 2006 one other thing how do i get images to appear in game like if i want to send a player a ingame map of the target area? or a face of a target? Share this post Link to post Share on other sites
DBR_ONIX 0 Posted May 30, 2006 Normally I'd say look for "Dialouge" tutorials on ofpec.com.. Buut it's somewhat down just now.. Basicly you need to make up an description.ext file, and have the image saved as a .paa (converted with TexView).. Can't really help you with it since I've never done anything with them.. There might be some info on these forums, search about - Ben Share this post Link to post Share on other sites
SevenBEF 0 Posted May 31, 2006 Make a description.ext file where you put in the code below & have a folder named pics where you put your pics in. Use .paa or jpg files. The paa is better for cpu and you can use those for transparacy in your images... Check the avonlady for that! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define ST_PICTURE 48 #define CT_STATIC 0 class RscPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontS; size = 0; }; class RscTitles { titles[] = { pic1 , pic2 }; class pic1 { idd=-1; // ID ... always -1 movingEnable = false; // always false duration=5; // time of the effect (in seconds) name = "pic1"; // name in editor // max. three arrays - controls, controlsBackground (optional), objects (optional) // for now - we will only use "controls" controls[]= { Picture }; class Picture : RscPicture // For pictures { x = 0.38; y = 0.50; w = 0.25; h = 0.25; text = "pics\pic1.paa"; // Your picture in the mission directory - I used a paa here for the example but change to jpeg if you want }; }; class pic2 { idd=-1; // ID ... always -1 movingEnable = false; // always false duration=5; // time of the effect (in seconds) name = "pic2"; // name in editor // max. three arrays - controls, controlsBackground (optional), objects (optional) // for now - we will only use "controls" controls[]= { Picture }; class Picture : RscPicture // For pictures { x = 0.25; y = 0.44; w = 0.50; h = 0.13; text = "pics\pic2.jpg"; // Your picture in the mission directory }; }; }; Then have a trigger with the conditions you want for the pic to come up the screen, choose effects and in that page select the pic you added at the bottom where you can choose the reference (rsc titles) Have fun Share this post Link to post Share on other sites
johnwilso007 0 Posted May 31, 2006 thanks dude that works great. one final thing is there a way of disguising a west unit as a civillian with out having th ecivillian in a west group an deleating the unit commander? and is there a way of allowing civilians to havemore than one weapons so they can have a M16 and a Law and the 10 mag spaces? Share this post Link to post Share on other sites
SevenBEF 0 Posted May 31, 2006 Maybe you could try with setobjecttexture Dunno never done that for civs, but did use it in FDF mod once; e.g. this setobjecttexture [0,"\fdf_fin\kersantti.paa"] So I have no clue where to find those textures in plain OFP or any addon you use, maybe someone else does? Else you can also put in a higher ranked west guy and put its probabillity of presence to zero edit: if your mission is finalized and ready to PBO, you could edit the mission.sqm file & change the civs' side to WEST; don't do that before ur done or each time you'll edit it, sides will return to civil. Maybe that might also solve the ammount of ammo that can be carried? Share this post Link to post Share on other sites
SevenBEF 0 Posted May 31, 2006 I changed the CIV side to WEST & gave the civil 6 mags but that doesn't work unfortunatly; But the civil acts like being west now that's for sure Try it; save this on desert island and pbo it; put in ur single missions... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">version=11; class Mission { addOns[]= { "bis_resistance" }; addOnsAuto[]= { "bis_resistance" }; randomSeed=9377283; class Intel { }; class Groups { items=3; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={9667.871094,29.834999,4060.277832}; id=0; side="WEST"; vehicle="SoldierWB"; player="PLAYER COMMANDER"; leader=1; skill=0.600000; }; }; }; class Item1 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={9669.261719,29.834999,4063.639893}; azimut=180.000000; id=1; side="WEST"; vehicle="Woman2"; leader=1; skill=0.600000; init="removeallweapons this; this AddMagazine ""AK74""; this AddMagazine ""AK74""; this AddMagazine ""AK74""; this AddMagazine ""AK74""; this AddMagazine ""AK74""; this AddMagazine ""AK74""; this AddWeapon ""AK74"";"; }; }; }; class Item2 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={9667.694336,29.834999,4062.139160}; azimut=50.000000; id=2; side="EAST"; vehicle="SoldierEB"; leader=1; skill=0.600000; init="removeAllWeapons this; this setUnitPos ""up""; this allowFleeing 0;"; }; }; }; }; }; class Intro { randomSeed=14619651; class Intel { }; }; class OutroWin { randomSeed=2322947; class Intel { }; }; class OutroLoose { randomSeed=11422723; class Intel { }; }; Share this post Link to post Share on other sites
ThEGrEy 0 Posted June 11, 2006 How to make: Group1(11 men) follow Group2(11 men) Thx Share this post Link to post Share on other sites
-)rStrangelove 0 Posted June 13, 2006 leader Group1 dofollow leader Group2 (no command is given) or leader Group1 commandfollow leader Group2 (command given via radio) ... i think Share this post Link to post Share on other sites
ThEGrEy 0 Posted June 17, 2006 Sry for let u wait, trie it today and it it will work for me! Thx Share this post Link to post Share on other sites
j w 0 Posted June 17, 2006 Since when do we need another Mission Editing FAQ? Share this post Link to post Share on other sites
ThEGrEy 0 Posted June 27, 2006 Sry,but the topic "how to" was looking nice for my qestion! sry again m8! Share this post Link to post Share on other sites