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swillis12931

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Everything posted by swillis12931

  1. Hi guys, I am working on a dynamic mission involving helicopters. I want to be able to have a script where it will rearm your co-pilot if alive, or respawn him if dead. I've messed around with trying to make a script for this but so far no luck. Would greatly appreciate it if you guys could take a look at what I have so far and give me some pointers. Thanks!
  2. swillis12931

    Respawn Unit with Name Script

    Ahh...I figured it out. I was able to finally get the script to work. However, it seems that I can't already have a pilot named "Pilot2" in the mission for the script to work. I'm now trying to create a new vehicle if the original is destroyed. I think I can't have the vehicle already loaded in the mission, but this will make it hard for everything else to work...
  3. swillis12931

    Respawn Unit with Name Script

    Hi Prototype 1479, Thank you for your help. It's saying that the "Pilot2=this" is a reserved variable? Any ideas what this means?
  4. swillis12931

    OFP Addon request thread

    Hi guys, Does anyone happen to have the IVO Soviet Army Afghanistan War 1.0 as well as the required files RHS Weapons 1.01 and FaceTex2? Thanks in advance! -Swillis
  5. swillis12931

    OFP.Gamepark Down?

    Hi guys, I used to download all my addons and mods from http://ofp.gamepark.cz/ but as of recently, it seems like several of the downloads are no longer working. Do you know if the site no longer hosts these files for download and if that is the case, are there any alternative websites that are currently up and running for me to download from? Thanks
  6. Hey Revan, I really enjoy your work. I ran into a problem when trying to play with the special forces on the west side. For some reason, my game just hangs up and I have to close it using the task manager. Other than that and something that needed version 1.99, all is good
  7. Hi all, Not sure if this is the right place. I am having a problem with the BWMod Basic Pack v1.6. Whenver I go to add a group of standard infantry, the squad leader changes to officer after I click on it. I am not sure exactly why it is doing this. I have spent the last few hours looking at the files inside to see if there is anything wrong and with my limited knowledge, I really don't have a clue as to what I am even looking for. Can anyone help with this? Thanks, swillis12931
  8. swillis12931

    BWMod 1.6 Infantry Group Issue

    Hi ProfTournesol, Thanks for your help! I have got the problem resolved now. I never would have imagined that a capital letter would have been the problem Cheers! swillis12931
  9. swillis12931

    OFP Addon request thread

    Does anyone have Inquisitor's G36a? I've looked everywhere and have found not a single working link. The same is true for the replacement weapons pack. Thanks in advance! swillis
  10. swillis12931

    Abandoned Armies – Secrets revealed (Mostly)

    Just wanted to say that this is a great mission and I am quite impressed at the level of detail and complexity of the scripting for this mission. I read a little bit of the spoilers but stopped myself so that I don't ruin it. I have been playing this same mission on and off for almost 3 years now and have yet to finish it. I hope to continue after this semester of college is finished and hopefully get closer to the end. Glad you made this mission and thank you for 3 years of happiness! swillis12931
  11. swillis12931

    Animation Issue When Using Binoculars

    Hi all, I've been playing OFP:R for quite a while now and only just recently noticed an animation issue when I'm using the binocular. When I select binoculars, a pair of binoculars spawn in his hand before the current weapon even disappears. This is more noticeable when putting away the binoculars where the binoculars don't disappear in time and you have a brief moment where the guy has binoculars still in his left hand and a gun in the other. I scoured everywhere to see if this problem has been addressed before and a remedy given but I haven't found anything related to it. Perhaps I've been searching wrong... Can any of you guys confirm if this is normal or have a solution to it? Thanks everyone and glad that there are still guys out there who are keeping this forum alive! Swillis12931
  12. Hi all, I recently been making some missions that involve using units that require JAM3. I have had it for a while now but it's the first time I've placed JAM crates anywhere. I wanted to add a weapons and ammo crate but I seem out of luck so far. There are I think 2 crates with a "W" designation at the end which I assumed it would mean Weapons rather than West since there is an East Crate with a "W" designation as well (if I remember correctly). Can anyone verify if there are or aren't any weapons crates for JAM 3? On a sidenote, it's pretty awesome to see people still hanging out on the OFPR/CWA forum. Seems like this game is still going strong! Thanks, Swillis12931
  13. Hi all, First off, sorry for almost posting a question a day. I've recently discovered the joys of mission editing and plan on creating a campaign before school starts again. I am currently working on a helicopter campaign but cannot seem to get the mission to end correctly. I have a two triggers on the map for the two objectives I have which are 1) Locate and destroy and 2) RTB. However, whenever I complete the first objective, the mission ends. I want the mission to end when I land and disembark but it seems that when I get into the chopper to fly towards the enemy, my presence there is stored somehow and activated which ends the mission prematurely. This is trigger one: expCond="!alive target1 and !alive target2 and !alive target3 and !alive target4 and !alive target5 and !alive target6"; expActiv="ob1=true; ""1"" objStatus ""DONE""; hint ""Objective Complete""; ""2"" objstatus ""ACTIVE"""; This is trigger two: type="END1"; age="UNKNOWN"; expCond="ob1 and (not(alpha1 in helo1) or not(alpha1 in helo2) or not(alpha1 in helo3))"; expActiv="ob2=true; ""2"" objStatus ""DONE""; hint ""Objective Complete"";"; (btw, sorry if I'm using the wrong bracket thingy's) Thanks, swillis
  14. Akvadakar, Thanks for the help. I kind of got it to work but I've noticed that if I use a distance in the condition field, the ob1=true statement is not working. The editor says something's wrong with the editor. What I have right now is player1 distance pad1 <=5 and ob1=true The ob1=true part isn't working properly. ---------- Post added at 19:04 ---------- Previous post was at 18:59 ---------- D'oh! I realized what I did wrong. I was putting the =true part in the condition field which is not necessary.
  15. Hi all, I recently decided to try out Franze and NodUnit's AH-64D v1.3 Apache helicopters. I am enjoying using them in my custom missions but just recently have I noticed that the crash script included which makes a crash in the Apache survivable causes a slight glitch/lag that last for a second when the helicopter is being deleted and replaced with the crashed model. However, this problem doesn't occur when using the vanilla OFP:R 1.96. I was wondering if anyone has any ideas how to work around this problem without disabling the crash script. Thanks swillis
  16. Zulu1, thanks for the reply. I placed the empty crash vehicle on the map and it worked without any lag. I didn't think that it would happen since I'm running it on a fairly new computer and the vanilla version didn't have any lag when the script was activated. Thanks again for the help! swillis
  17. Hi all, I recently downloaded a vehicle and had a lot of trouble with it. After getting the enemy AI to start engaging at the vehicle, I've noticed that I cannot lock onto them. After messing around, I noticed that I am not able to lock on to enemy targets unless they either 1) fire at me or 2) is destroyed. Once one of those things happen, I get the square lock on box and the diamond square when I switch over to missiles. This only happens with enemy units. Whenever I have friendly or empty objects, I am able to lock on to those targets. I un-pbo'ed the file and switched sides thinking that it would change it but it doesn't solve the problem. Any suggestions would be greatly appreciated. Thanks Swillis
  18. Well, I figured out the problem. As long as the vehicle only has one person in it, it is impossible to lock onto an enemy target unless it fires at you or is destroyed and empty.
  19. Hi all, I recently downloaded the Wanzer A Type mech for my scifi mission only to notice that the enemy AI tanks won't engage the vehicle. The only vehicle that seems to be engaging my vehicle are the shilkas. My radar screen shows the enemy vehicles as white blips meaning non-hostile yet when the AI pilot in the mecha will engage the tanks. It's just that the enemy AI in certain vehicles won't engage which defeats the purpose of the vehicle in my mission. Do you guys have any idea what could cause this? Here's a link of the vehicle I'm using : http://ofp.gamepark.eu/index.php?showthis=9446 Thanks swillis *************UPDATE*************** I got the enemy tanks to after I changed the armor values. Not sure why that was relevant for the enemy tanks to engage but okay... Now the problem is that the mecha will not lock onto a target until it is shot at. I can sneak up on a group of tanks and try to lock onto them BUT until they turn and shoot at me, I cannot lock onto them with my guided missiles. I tried it with friendly and empty targets and I can lock onto them well before they attack. Any suggestions? Thanks all swillis
  20. swillis12931

    Wanzer Addon Not Detected by Enemy AI?

    I got it to work after modifying the armor number. However, are you having difficulty locking on the enemy? I can't seem to lock on to the enemy until it starts to shoot at me which is kinda weird since I can lock onto friendly and empty vehicles with no problems.
  21. swillis12931

    Wanzer Addon Not Detected by Enemy AI?

    Hey noob1, I'm running FFUR 07 but I tried it with the plain 'ol OFPR and the enemy tank still won't engage. The infantry armed with AT weapons are attacking though and so is the Shilkas. Maybe the North Korean tankers see mecha's more of a threat than the Russians do :confused: ? How far away did you have the enemy tanks away from you? I think the mecha may be too tall or something and it's being perceived as an air threat rather than armor. Thanks Swillis
  22. Hi all, I'm making a mission where I call in a chopper to evac my team after we grab this guy. However, I am running into the problem of the helicopter taking off before I get in even with the condition "player1 in helo1" in my LOAD waypoint. I can either hop in immediately and leave my team or I can tell them to board only to have the helo take off before I can get in. The only solution is to time me and my team getting in at the right time but that kinda defeats the possibility of ordering my men to get to the chopper while I hold off the enemy and then get into the chopper. Do you guy have any idea what I am doing wrong? Oh, I tried naming all the guys in my team different names and it hasn't worked as well. I'm about to give up on this :mad: Any help would be greatly appreciated Thanks, Swillis
  23. swillis12931

    Helicopter Taking Off Without Me

    Okay I finally got it to work by synchronizing the waypoints. However, the mission is now ending before I get to the End Trigger. Ahhh....oh what fun haha Thanks though for the suggestion.
  24. Hi all, I recently got a friend to play OFP with me and we decided to do the Everon Co-op mission (hostage rescue). However, we ran into a problem with the Soviet (Russian) flag picture not being found. While we still could play the game, I am just curious as to why it popped up and if there is a fix to it. I've looked all over the web and it seems like there's something wrong with either 1) the data.pbo file or 2) the picture is actually "rus_vlajka.pac". However, I read that this error is in several multiplayer missions and the OFP campaign itself which leads me to believe it's the data.pbo file. Thanks! Swillis
  25. Hi, Not sure if anyone still messes around with OFPR but any tips and suggestions would be appreciated :) I am trying to create a dynamic mission with respawning empty vehicles that players can use if they want. I have been able to get the vehicles to spawn but the original vehicle is only deleted during the first time a respawn is initiated. I have looked everywhere and the answers I have found are not for OFPR but I speculate that the problem I am having is that I am not naming my respawned vehicles. I looked at the list of Script Commands on the Community Wiki but I am not sure which one to use. Here is my test script: Thanks, Swillis
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