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hamis

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Everything posted by hamis

  1. hamis

    Eventhandler problem

    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?
  2. hamis

    Eventhandler problem

    Well,not as good as i thought.Now ofp does start about every fourth time.
  3. hamis

    Eventhandler problem

    Works now,thank's!
  4. hamis

    Eventhandler problem

    Well,it's }; problem.Can't get them right,cutting config or doesn't know what EH is for!
  5. hamis

    ECP 1.085 Released!

    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!
  6. hamis

    ECP 1.085 Released!

    Extract music.pbo with Pbox and you'll find out.
  7. 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
  8. hamis

    Script problem

    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]"; }; }; }; };
  9. hamis

    Script problem

    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
  10. hamis

    Script problem

    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.
  11. hamis

    Script problem

    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.
  12. hamis

    Script problem

    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.
  13. hamis

    ECP 1.085 Released!

    And everon is recognised by ECP.
  14. hamis

    ECP 1.085 Released!

    well,i provided new object id's for everon but still don't work.
  15. hamis

    Script problem

    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.
  16. hamis

    Script problem

    @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!
  17. hamis

    Script problem

    Well,thanks for hint but i dont know how to do it with game logic!
  18. hamis

    Script problem

    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.
  19. hamis

    BWMod discussion

    Well,i'd like to know what is wrong with your voicepack.Sounds are in unknown format!
  20. hamis

    ECP 1.085 Released!

    Well,how to get object ID's?Wrptool doesn't have tool for that and i wasn't able to load islands with visitor!
  21. hamis

    BWMod discussion

    Danke schön!
  22. hamis

    Script problem

    Well,it didn't work.
  23. hamis

    BWMod discussion

    Well,i have to find this voicepack!Can you give link or name of pack?
  24. hamis

    Bn880's Tracers V1.0

    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".
  25. hamis

    BWMod discussion

    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!
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