Dunkelheit II
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Everything posted by Dunkelheit II
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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 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? -
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. -
Hi. Tell me, please, on which parameters, except hit, armor and threat, depends unit's (non) attacking of certain vehicle on normal distance and with full field of vision?
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Identity of the created vehicle in Multiplayer
Dunkelheit II posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi. Sorry for old theme, but my question is about createVehicle in multiplayer missions. It is well known that to prevent doubling of created vehicle in multiplayer missions ?!(local GameLogic): exit should be used. But how to preserve the identity of such vehicle? Suppose we have a bundle of scripts, first of which creates the vehicle and others are about operation with it. But when we deal with a doubling in the first script, the identity of the object seems to be lost for other scripts. I mean that the object is visible for players, it has no double, but it is as if invisible for other scripts or for machines that execute these scripts. Adding ?!(local GameLogic): exit to all scripts does not help. I suppose here that mission works properly when we start it locally through multiplayer. -
Identity of the created vehicle in Multiplayer
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
Simply to identify created vehicle in the second script without transmission of local variables. Reference to distance was presicely an instrument to do it locally, but not very necessary. Some general questions: 1. Why should we use a bundle of ?!local server : exit and publicVariable if the command is already global? 2. What will be if "?!local server : exit" and "?!(local _vehicle) : exit" would be used in the same script? 3. Can I proceed this way: _vehicle = yourVehicle; publicVariable "yourVehicle"? -
Identity of the created vehicle in Multiplayer
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
OK, but how to identify vehicle through nearestObject, if no variable is used by this operator, only class name? Adding something like @yourVehicle to the second script is useless. -
Identity of the created vehicle in Multiplayer
Dunkelheit II replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
I assign it to local variable and then try to do some operation in subsequent scripts, the core of which is to find a vehicle through nearestObject (without transmission of variables, it is impossible). Also I'm trying to make a marker for it in another script. And yes, I would precisely wanted to know how to use publicVariable for this purpose. I have no global variables at all in this context. -
Finding out the addons used
Dunkelheit II replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
This is precisely what I understood from the start. What I could not understand, but now see, is that both addon name and class name are (or should be at least) listed in CfgPatches. Thanks, but you say this for the first time. But again, in CfgPatches both addon name and class name are marked as CLASS, which creates confusion. -
Finding out the addons used
Dunkelheit II replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
Thanks, but program does not work, because on my Windows 7 64 there is no System folder, and placing depbo.dll to System32 (or creating System folder) does not help. But why class names "of course" don't really tell us about addon name? They must come from somewhere, don't they? -
Finding out the addons used
Dunkelheit II replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
Yes, but it is only a part of a problem. The main thing is that game while checking addons uses first of all addon list in mission.sqm, which does not correspond to class names and .pbos. So, I can actually have all .pbos needed for a mission, but too general or inadequate addon name will count addons as missing. It is possible, for example, that I want to add one plane, but addon name for it would be sometihing like "air" and if there will be no all .pbos under this title present, I will have an error of missing addons. So, the main question is - where do these names come from and how to edit them? -
Finding out the addons used
Dunkelheit II replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
By "addon names" I mean names which are listed in the addons and addonsAuto arrays of the mission.sqm. They are absent everywhere, except .sqm. For example, for class "pz4h_b" there is addon "pz4h.pbo", but addon name is "pz4_tank", which are not present in .pbo config file. I simply want to combine some units from several addon packs and select only those addons which are used in this mission. When I load full addons packs together there is no problem, but when I try to select the mods used precisely in this mission, I have inconformity between the .pbo pack and addon names list in .sqm, and mission does not load or crashes as if I missed some addons. -
Finding out the addons used
Dunkelheit II replied to seancombs's topic in OFP : MISSION EDITING & SCRIPTING
Thanks, it is a useful program. But the problem is that although class names in .sqm and CfgPatches are exactly identical, it is not so for addons names and class names, because addons names are absent from config files. Moreover, there are sometimes no config files for the addons at all. These names come from unknown source, but can prevent mission from loading if some of these so called addons are missing.