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Everything posted by hoz
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opps i thought you ment marker colors ;) Hoz
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Hows the island coming along? There was a link a while back to a movie. Can't seem to find it. Look forward to the island! Hoz
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I tried it and it crashed here too. xp with 1.91 hoz
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I get the loosing connection problem as well. It usually ends up with a CTD. Its very annoying and random. Hoz
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Changing positions of objects/markers
hoz replied to strango's topic in OFP : MISSION EDITING & SCRIPTING
Every once and a while i find my marker scripts get out of wack I just blame it on lag. Doesn't happen when I'm playing on the lan only. Hoz -
Changing positions of objects/markers
hoz replied to strango's topic in OFP : MISSION EDITING & SCRIPTING
For markers you must update markers on each of the clients. For the ammo boxes (or objects in general) you need to move them on the server. Er atleast thats the why I do it. Hoz -
Is it possible to have the map zoomed into a certain town/area anytime a player checks the map? Hoz
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I am using the command addscore to award players when they rescue a pow. Now I have the command working and it increases the players score when they rescue the pow however the score awared only shows on the computer of the player awarded the points. I use a trigger to award the points based on a true condition. Just to add... I also use a hint in the same trigger and this is visible on each pc. Anyone know a solution? Hoz
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Any one know a way to make this work on all clients? hoz
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Is there any benefit to us ??
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I'm having a hard time with this island. I have built 3 missions on Greece3 and the AI can shoot through the trees. It just makes it unfair for the human players. Look forward to the update hopefully you won't change the towns too much. Hoz
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Trigger a 3rd trigger if 1 of 2 triggers = true :)
hoz replied to -WKK--SkyQuake's topic in OFP : MISSION EDITING & SCRIPTING
try it like this... trigger3 condition: trigger1 == true or trigger2 == true Without the dbl == around and you were trying to set the trigger1 to be true rather then checking if its true. Hoz -
Halting/stopping a human player
hoz replied to hobson_matt's topic in OFP : MISSION EDITING & SCRIPTING
You can also use... careful though controls need to be enabled. disableUserInput disable Operand types: disable: Boolean Type of returned value: Nothing Description: Disable user input.This is normally used in cutscenes to disable players controls. -
Custom music in an island anim not working.
hoz replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
Maybe you found a bug when using intro.sqs? Why not try running your cutscene from the init.sqs and remove intro.sqs, then it should load the description.ext and run the cutscene? -
Custom music in an island anim not working.
hoz replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
Are you using intro.sqs? I haven't played with it much, but why not launch the cutscene from the init.sqs which is loaded after the description.ext? Edit: I read over the weekend where someone said you needed to reload the mission after saving to read the description.ext I don't beleive this, based on my experiences Hoz -
Custom music in an island anim not working.
hoz replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
Have you tried defining the music as a playsound? Thats what I have used in the past. class CfgSounds { sounds[] = { }; class sound1 { name = ""; sound[] = {"\sound\space1.ogg", db+25, 1}; titles[] = { }; }; -
Custom music in an island anim not working.
hoz replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
When editing the description.ext you must click save in the editor before previewing. Otherwise changes in the description.ext isn't loaded. A common problem that gets me everytime I am editing the file Hoz -
I'd like to delete some trees and bushes in a town and then replace it with a house. How does one delete a tree or house? I can see the object ID in the editor. Can seem to delete a house or a tree with deletevehicle Hoz
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How can i ... mark a unit with realtime marker
hoz replied to JAP's topic in OFP : MISSION EDITING & SCRIPTING
The script I use works. Each player is W1, W2, E1, E2...etc.. I think your problem is you need to run the script on each unit. The markers have to be updated on each client, markers moved on one client doesn't show on another client. Markers are identified as Pos_W1, etc.... If its a coop mission with just west players remove the EAST update and save some cpu cycles Hoz -
How can i ... mark a unit with realtime marker
hoz replied to JAP's topic in OFP : MISSION EDITING & SCRIPTING
I use a script like this and execute it only on the client side for each player. ; positions.sqs ; usuage [] exec "positions.sqs" @alive player ?(side player == west): Goto "Loop_West" ?(side player == east): Goto "Loop_east" #Loop_West ~.1 _unit = W1; _mark = "Pos_W1" ?(!alive _unit):_mark setmarkerpos [0,0] ?(alive _unit):_mark setmarkerpos [getpos _unit select 0,getpos _unit select 1] _unit = W2; _mark = "Pos_W2" ?(!alive _unit):_mark setmarkerpos [0,0] ?(alive _unit):_mark setmarkerpos [getpos _unit select 0,getpos _unit select 1] _unit = W3; _mark = "Pos_W3" ?(!alive _unit):_mark setmarkerpos [0,0] ?(alive _unit):_mark setmarkerpos [getpos _unit select 0,getpos _unit select 1] _unit = W4; _mark = "Pos_W4" ?(!alive _unit):_mark setmarkerpos [0,0] ?(alive _unit):_mark setmarkerpos [getpos _unit select 0,getpos _unit select 1] ~1 Goto "Loop_West" #Loop_east ~.1 _unit = E1; _mark = "Pos_E1" ?(!alive _unit):_mark setmarkerpos [0,0] ?(alive _unit):_mark setmarkerpos [getpos _unit select 0,getpos _unit select 1] _unit = E2; _mark = "Pos_E2" ?(!alive _unit):_mark setmarkerpos [0,0] ?(alive _unit):_mark setmarkerpos [getpos _unit select 0,getpos _unit select 1] _unit = E3; _mark = "Pos_E3" ?(!alive _unit):_mark setmarkerpos [0,0] ?(alive _unit):_mark setmarkerpos [getpos _unit select 0,getpos _unit select 1] _unit = E4; _mark = "Pos_E4" ?(!alive _unit):_mark setmarkerpos [0,0] ?(alive _unit):_mark setmarkerpos [getpos _unit select 0,getpos _unit select 1] ~1 Goto "Loop_east" -
I have real time markers updating positions of units. I run the same script on each MP client. MY quesiton is this... Do I need to update the markers on every machine? Or is this something the server can do and be visible by the clients? Or must I run this on each client? Are markers placed on the map only local to the clients? Hoz
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I like to see: The ability to set specialized WP's like the in editor such as S&D. I'd like a better debug interface maybe a popup box to watch in the editor. Sometimes big command errors are lost or fly by. Better yet an error.log would be great. I'd also like the createmarker on the fly idea along with setmarkertext. Hoz
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Thats the problem, the joiners don't have the addons and yet get a spot to select a position. They stay right through the hole process until you get to the briefing screen then they finally drop after some serious timeout time. Now my only problem is what name do i put into the addons = [] ? Is it in the cpp file of the island? Hoz
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I have noticed when building missions on new islands, that the editor doesn't add the island to the addOns[]= field in the mission.sqm. This allows people to join a MP only to be kicked after the mission is at the briefing screen. Is it possible to add the island name to the addOns list? Hoz
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I have had several problems with invisible walls (or rocks) along the road to Maroussi. It seems like the forests in some cases can be seen through by the ai and then other times you have this invisible wall. In some cases on the south side of the road to Maroussi some trees aren't touching the group, thier elevated. Hoz