Dunkelheit II
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Dunkelheit II started following Weapon Usage Delay
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Hi. Suppose a vehicle has two weapons switched by pressing the space bar. Is it possible to add a delay that prohibits firing the second weapon immediately after a shot from the first one? Unfortunately, the fired eventhandler applies only to shells that have already been released. It is better to avoid deleting a shell and adding a new one or removing and adding a magazine.
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Hi. Suppose we have a ground vehicle and an AT missile flying to it. The IncomingMissile eventhandler identifies it. The question is: how to make the missile hit the ground 15 m before it using the setpos, setdir or setVectorDirAndUp commands and taking into account that the missile can also fly to it from above? Using camCreate or createVehicle to replace it is not an option. Thanks.
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Define a relative position to objects
Dunkelheit II replied to Serpent's topic in OFP : MISSION EDITING & SCRIPTING
The direction matters. I cannot just take an arbitrary third point to define two vectors. -
Define a relative position to objects
Dunkelheit II replied to Serpent's topic in OFP : MISSION EDITING & SCRIPTING
The problem is that there are just two sets of coordinates, not objects. So the first script is irrelevant because it uses getdir, and the second – because it does not return angle and uses _northdirection that should somehow be known. -
Define a relative position to objects
Dunkelheit II replied to Serpent's topic in OFP : MISSION EDITING & SCRIPTING
Hi. Could anyone suggest a simple script that would check a relative position between two points? The aim is just to check the angle between the vectors of two randomly generated points so that they are not situated on a more or less straight line vertically or horizontally. In the readme of the ECP mod, it is said: "[<unit>,<position>] call (ECP_resources select 4) ECP_getDirRelPos returns the relative direction in degrees from <unit> to <position>. 0 degrees is considered to be to the direct front of <unit>, 90 is to the right etc." But I can't find even the place where this array, ECP_recources, is announced, not to say the script itself. -
Hi. Can I ask on which parameters in config does the category of vehicle in multiplayer score depend? It seems that it is not VArmor or VSoft, because I have one well-defined tank, which is indicated as soft in score for some reason.
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Cannot get in vehicle in multiplayer mission
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
In this case there is a double, with one vehicle I cannot get in and one I can (when 2 players). -
Cannot get in vehicle in multiplayer mission
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
Of course, but what is wonderful that it is about only one vehicle. -
Cannot get in vehicle in multiplayer mission
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
I can get in, but I cannot test a doubling quickly, and logically it must be. I suspect it is about config, but cannot even imagine what in config could create such a complicated bug. -
Cannot get in vehicle in multiplayer mission
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
It is special action added by script in OFP. And ?!(local GameLogic): exit is used to prevent doubling. And it actually prevents it for all vehicles, but the problem is that for a certain vehicle it creates an impossibility to get in. -
Cannot get in vehicle in multiplayer mission
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
Yes, under ?!(local GameLogic): exit condition. Yes, but with a double. By action menu through createVehicle. There is get in animation without result and then return back to original standing animation. -
Cannot get in vehicle in multiplayer mission
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
Yes, it seems to be, because the problem is precisely with one vehicle. But I cannot understand what in config can cause such a specific bug. To summarise: 1. The problem is with only one vehicle. 2. The problem is when I use ?!(local GameLogic): exit parameter. Otherwise problem disappears, but doubling emerges. 3. Reveal does not help. 4. There are no doubled scripts. 5. The delays are provided. I would be satisfied simply by a way to delete odd vehicles. -
Cannot get in vehicle in multiplayer mission
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
Well, when the vehicle is created without ?!(local GameLogic): exit parameter there is no problem with getting in. But without it the notorious problem of vehicle doubling arises. So my question is - is there any working script to delete all vehicles except one after (while) creation? -
Cannot get in vehicle in multiplayer mission
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
It is simply createVehicle with ?!(local GameLogic): exit parameter. PublicVariable also does not help. -
Cannot get in vehicle in multiplayer mission
Dunkelheit II posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi. There is a certain vehicle in multiplayer mission, which neither players nor ais cannot get in. Vehicle is created by respawn, there is get in menu, get in animation, but it is as if busy. MoveIn\AssignAs\OrderGetIn commands don't help. There are no lags, vehicle is not locked, the side is proper and all works offline in the same mission. What can be the cause of this?