hamis
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Everything posted by hamis
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Didn't work. Is there better way to init this(Bn_tracer at the end): // PBO release path #define ECP_EH_INIT "IF (format[{%1},ECP_path] == {scalar bool array string 0xfcffffef}) THEN { ECP_path = {\ECP_Effects\}; _this exec (ECP_path+{ECPinit.sqs});{_c = _x camcreate [0,0,0]} foreach [{ECP_MKII},{ECP_M61},{ECP_M67},{ECP_F1},{ECP_RGO},{ECP_RDG1},{ECP_ANM8},{ECP_ANM83},{ECP_ M18Red},{ECP_M18Green}]}; _this exec (ECP_path+{init.sqs});[_this select 0,2]call loadFile""\Bn_tracer\addTracerUnit.sqf""" It needs EECP_tracer_init to prevent specops and snipers having tracers.And how to init these in FDF_Mod?
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Well,not as good as i thought.Now ofp does start about every fourth time.
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Works now,thank's!
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Well,it's }; problem.Can't get them right,cutting config or doesn't know what EH is for!
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Well,effects working now!But i have also random weather prob.I have disabled it in ECP_settings.sqf and made it read only,but it's not disabled!
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Extract music.pbo with Pbox and you'll find out.
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Hi.I have added FML_windmills with wrptool ,but can't make them turn(i could make it with baracken radars).Can someone find fault in config or script: class windmill : house { model=\FML_objects\MiG_windmill; vehicleClass="Project Farmland Objects"; icon="\FML_objects\icon\windmill.paa"; displayName="$STR_DN_FML_Windmill"; armor=200; irTarget=0; scope=2; animated=1 class Animations { class MiG_wind { type="rotation"; animPeriod=20000 selection="ukaz_radar"; axis="osa_radar"; angle0=0 angle1=50000; }; }; }; class windmill1 : house { model=\FML_objects\MiG_windmill1; vehicleClass="Project Farmland Objects"; icon="\FML_objects\icon\windmill.paa"; displayName="$STR_DN_FML_Windmill1"; armor=200; irTarget=0; scope=2; animated=1 class UserActions { class windmill1Init { displayName="nil"; position="Achse1"; radius=5000; condition="call{private""_t"";_t=true;if windmill1 then{_t=false};if _t then{windmill1=true;[this]exec""\FML_objects\scripts\windmill.sqs""};_t}"; statement=""; }; }; }; }; Radar.sqs: _T=_this select 0 #Runde ? _T animationPhase "windmill1" == 0 or not alive _T :_T animate ["windmill1", 1] ? _T animationPhase "windmill1" == 1 or not alive _T :_T animate ["windmill1", 0] ? not alive _T:exit ~0.1 goto "Runde" exit
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Well,i want to automate FML ones.I tried your script but nope again.I also removed all addons with scripts,but nope.Just to make sure,does your FML config look like this: class windmill : house { model=\FML_objects\MiG_windmill; vehicleClass="Project Farmland Objects"; icon="\FML_objects\icon\windmill.paa"; displayName="$STR_DN_FML_Windmill"; armor=200; irTarget=0; scope=2; animated=1 class Animations { class MiG_wind { type="rotation"; animPeriod=20000 selection="ukaz_radar"; axis="osa_radar"; angle0=0 angle1=50000; }; }; }; class windmill1 : house { model=\FML_objects\MiG_windmill1; vehicleClass="Project Farmland Objects"; icon="\FML_objects\icon\windmill.paa"; displayName="$STR_DN_FML_Windmill1"; armor=200; irTarget=0; scope=2; animated=1 class Animations { class door { type="rotation"; animPeriod=1 selection="door"; axis="osa_door"; angle0=0 angle1=1.600000; }; class MiG_wind { type="rotation"; animPeriod=20000 selection="ukaz_radar"; axis="osa_radar"; angle0=0 angle1=50000; }; }; class UserActions { class OpenDoors { displayName="Open Door"; position="osa_door"; radius=3.500000; condition="this animationPhase ""door"" < 0.5"; statement="this say ""wdooropen"";this animate [""door"", 1]"; }; class CloseDoors { displayName="Close Door"; position="osa_door"; radius=3.500000; condition="this animationPhase ""door"" >= 0.5"; statement="this say ""wdoorclose"";this animate [""door"", 0]"; }; }; }; };
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Well,can't make it work,is this sqs ok?Windmill.sqs: _T=_this select 0 #Runde ? _T animationPhase "windmill1" == 0 or not alive _T :_T animate ["windmill1", 1] ? _T animationPhase "windmill1" == 1 or not alive _T :_T animate ["windmill1", 0] ? not alive _T:exit ~0.1 goto "Runde" exit
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Argh,i need memory upgrade for my brain!I mean it was working like that with trigger activation.Sorry,but this new pbo is not working.
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Well,now i got one placed with mission editor and nearest one to it working(RES 1.96,not working in ECP 1.085),but not others further from it.And axis is wrong,blades are turnig around the building.
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I tried this with original FML_objects but it didn't work.I made windmillani.pbo from your config,is there something wrong with me or my ofp?No error messages though.
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And everon is recognised by ECP.
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well,i provided new object id's for everon but still don't work.
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Well,still getting error msg's,so i tried it this way:FML config: class windmill : house { model=\FML_objects\MiG_windmill; vehicleClass="Project Farmland Objects"; icon="\FML_objects\icon\windmill.paa"; displayName="$STR_DN_FML_Windmill"; armor=200; irTarget=0; scope=2; animated=1 class Animations { class MiG_wind { type="rotation"; animPeriod=20000 selection="ukaz_radar"; axis="osa_radar"; angle0=0 angle1=50000; }; }; }; class windmill1 : house { model=\FML_objects\MiG_windmill1; vehicleClass="Project Farmland Objects"; icon="\FML_objects\icon\windmill.paa"; displayName="$STR_DN_FML_Windmill1"; armor=200; irTarget=0; scope=2; animated=1 class UserActions { class windmill1Init { displayName="nil"; position="Achse1"; radius=5000; condition=[object 58192,55153,52037,49712,49250,41463,5430,13207,8478] exec "\FML_objects\scripts\windmill.sqs" statement=""; }; }; }; }; But no hope.
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@ProfTournesol:When trying that i get this error msg:units/ is not a class("requiredversion"accessed).Without those classes i get missing base class msg!
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Well,thanks for hint but i dont know how to do it with game logic!
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Well,how to get object id's?I am using wrptool and it doesn't have such option.I have tried to use visitor but couldn't load islands with it!FML_objects is ver. 1.20.
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Well,i'd like to know what is wrong with your voicepack.Sounds are in unknown format!
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Well,how to get object ID's?Wrptool doesn't have tool for that and i wasn't able to load islands with visitor!
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Danke schön!
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Well,it didn't work.
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Well,i have to find this voicepack!Can you give link or name of pack?
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Great addon!But i have a little problem,some classes that shouldn't have tracers still have them.I have installed them into ECP 1.085 config as mentioned above.Any help appreciated.PS:i am using "EECP_Tracer_Init.sqs".
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Well,what about making VoiceGR(german voices)for your mod?I'd like to hear germans speaking german,not english!It would be good for ww2 campaigns and missions too!