easydays
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Everything posted by easydays
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how do i make a sp mission with the units firing paintball
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thanks anyway i was thinking since u can use paintball in multi it be easy to do in sp
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Airdrop.sqs hmmve dissapiers when it touches
easydays posted a topic in OFP : MISSION EDITING & SCRIPTING
am setpos a hmnvee 100m in air the camcreate a parachute and then script it to be carry by the parachute two problems  i get  car1 variable already reserved and when hmnvee hits gound it vanished hmnvee name is  car1 parachute is name chute1b hmnvee is a empty vehicle also am trigering the script from the addaction menu put to my soldier car1 setpos [getpos this select 0,getpos this select 1,(getpos this select 2)+100] chute1b = "parachutec" camcreate getpos car1 chute1b = this select 0 car1 = this select 1 endcargosession = false goto debug #here x = (getpos chute1b ) select 0 y = (getpos chute1b ) select 1 z = (getpos chute1b ) select 2 car1 setpos [ x , y , z] car1 setdir (getdir chute1b) goto "here" exit -
Airdrop.sqs hmmve dissapiers when it touches
easydays replied to easydays's topic in OFP : MISSION EDITING & SCRIPTING
thank you -
how do u make a mission with units using paintball (like in mp) i havent seen any scripting references
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will opf res editor have support for 3rd party tools like (ofpseditor by "Manteau") script editor (ofpdlc by "JaTe"0 ext editor for the sounds i hate having to leave the editor to make changes would be nice
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Where and how to edit config.cpp?
easydays replied to Hasha's topic in OFP : MISSION EDITING & SCRIPTING
the cofig.cpp is inside the addon , so if u want to edit the ch47 u need to depbo the ch47 pbo file or u can go to ofp editing center and see the totorial on cpp files -
any info on this where does "independace lost" fit in with "resistance"
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am trying to get an objetc to continuasly reset their pos to a vehicle i remenber a post a while ago about how to carry barrels in a truck \it was something to do with the loop command if u can help thanks
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Setpos loop/forgot how to do it
easydays replied to easydays's topic in OFP : MISSION EDITING & SCRIPTING
yes thats it thanks -
thz, gues i have to try that
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how do u get a unit to fire at the target practice obj in the editor i went to the mission sqm and manually change them from civ to east and still west soldiers dont shoot at targete (this is the name of obj in the editor) is the re a way to do this if u guys can help thanhz
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when u ask a unit to report theeir position the unit responds by send a radio message u see the text of the message like[ ap cf56] u also hear the voice of the soldier over the radio my question is is this a text-to-speech respond or is it a sample of sounds put together to create the respond am not talking about descrition.ext ,files i know u put radio messages as text and the voice for the text,
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 thankz
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i know is 128X256 an save as normal jpg put how do u make the two sides ?do u make both side an opf will put together in the game ? how do save(what format)
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they are probelly move to attack just set a waypoint right on them on the roof HOLD that way theyll stay on the roof if u want then to be prone all the time sniper1 setunitpos "down" <this makes unit go prone or "up" <this makes unit stand or "auto" <makes unit choose positin :0:0:0
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i like to nominate subfreak2 for most ? ask in a m
easydays posted a topic in OFP : MISSION EDITING & SCRIPTING
lol just kidding subfreak2 keep asking questions thats what the forums are for -
in the new comref in the vehicles listing there is  a motorcycle reference i try camcreate but i get booted to desktop ?does anybody know if is really in the game ------------  Value  Description  -  All any vehicle +  Logic game logic invisible unit -  Land ground vehicle -  Car  -  Motorcycle            -  Tank  -  APC  -  Man  +  Civilian  +  Civilian2  +  Civilian3  -  Soldier  -  SoldierLAW  -  Air air vehicle --------------------------------------------- Â
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comref has a motorcyle listed as veh
easydays replied to easydays's topic in OFP : MISSION EDITING & SCRIPTING
i tried i used camcreate and i get booted to desk top -
on the units ini field or a waypoint or a trigger removeallweapons unitsname                  ^             this is the name of the unit u want to change weapon note subfreak when u remove a units weapon u mustremove the ammo for the weapon too and when u add the new weapon u must add the ammo for the weapon ap removeweapon "m16";ap removemagazine "m16"; ap addweapon "ak47";ap addmagazine "ak47"
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someone help I still don't get it!
easydays replied to Silencer's topic in OFP : MISSION EDITING & SCRIPTING
i think ur are missing is countunit command to let the helo start its way to ur way point i dont know this command to well but basicaly it tells the trigger to see if all ur enemys are dead then it will trigger helo waypoint so countunits checks to see if enemygroup or single soldiers are dead then if dead it triggers helo waypoint sorry i cant be more helpfull but am too are learning opf editing this command can be done in the editor u dont need a script best this u can do is dl the comref from this site it will show u the commands            -
it down to a table when units perfomed animations like sitting even if u dont put a chair theyl sit down like if there was a chair
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subfreak2 make a waypoint or a trigger or in the units ini field unitname setbehaviour "safe";unitname switchmove "fxstandtotable" "fxstandfromtable" or this way unitname setcaptive true;unitname switchmove "onchair" playmove i know u said no script but this one is one of my first and is very easy to understand just copy it to notepad and name it whatever u want example animations.sqs when u save it make sure u save as all files or it wont work now put the script in ur user mission files in opf(putin a folder that has a mission in it )now go to the editor and bring up the mission u put the script \ u must create four soldier units and one for u name the four soldiers r1 r2 r3r r4 create a trigger or a waypoint and put this in the ini field [] exec "nameofscript.sqs"] u have to put the sqs too ------------------------------------------------------------ ~2 titletext["units will go prone now","plain"] ~1 r1 setunitpos "down" ~2 r2 setunitpos "down" ~3 r3 setunitpos "down" ~2 r4 setunitpos "down" titletext ["simple script\n\nof units position","plain"] ~5 titletext ["units will stand up now","plain"] r1 setunitpos "up" ~1 r2 setunitpos "up" ~2 r3 setunitpos "up" ~3 r4 setunitpos "up" ~5 titletext ["some animation commands\n\nsetbehaviour 'safe'","plain"] ~1 r1 setbehaviour "safe" ~1 r1 switchmove "fxstandatt" ~2 r2 setbehaviour "safe" ~1 r2 playmove "effectstandsitdown" ~3 r3 setbehaviour "safe" r3 playmove "fxstandtodip" r3 playmove "fxstandtodip" r3 playmove "fxstandfromdip" ~4 r4 setbehaviour "safe" r4 playmove "effectstandsaluteend";r4 switchmove"effectstandsalute" ~3.2 titletext ["simple scripting really \nopen up this script\n\nand see how is done","plain"] exit
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here u go by the way i had a lot of troyble understanding scripts in opf.i have never map or scripted before ,but give time and read all tutorials at least 4 times look at others scripts(open the scripts using notepad) some ini field commands unitname setbehaviour "safe" also "careless" "combat" "stealh" this must be put in a unit ini or in the waypoint ini before and with animations commands unitname switchmove"effectstandsalute" unitname switchmove "fxstandtodip" unitname switchmove "effectstandtotable" by the way if u use the unit in field for animations is not that good because the unit will execute the commands immediatly so u might not see it been done best to do use a waypoint or a trigger have unit move to waypoint 1 and on that waypoint put the commands hope this help subfreak