jaenak
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Everything posted by jaenak
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I was wondering a few days ago how I could script an artillery shelling like the kind that happens on the single mission "Underhill". I played it recently and it appears to be random. Or it could be a bunch of explosion sites put on the map with a probability of existance other than 100%. However it happens I know it can be done, but I don't know how to do it myself, so I'm asking. And another thing, how would you go about triggering it to start by sending a radio message (Alpha for an example) like on the mission entitled "Fireworks" in the resistance campaign?
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I have several resistance soldiers on a hill on the edge of a city and a russian convoy coming in that direction. I blow up the convoy, the soldiers disembark the toasted Urals and run at the resistance while shooting. The two sides are just a little too far away from each other to know that they're there so I used a script to "reveal" the east to the resistance forming the ambush. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _friends = _this select 0 _enemies = _this select 1 _i = count _enemies #loop "_x reveal (_enemies select _i)" foreach _friends _i = _i - 1 ?(_i == 0) : exit ~0.1 goto "loop" I have one trigger over each collection of troops stating something like; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ResArray = thislist or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> EastArray = thislist Then I have another trigger stating; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [ResArray,EastArray] exec "Reveal.sqs" By all I can figure it should work but when I use it I get; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> '_x reveal (_enemies select _i)|#|': Error Zero divisor What's wrong?
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Okay, the error message stopped but I still can't see the enemy. I wouldn't suppose there'd be something as simple as <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> resistance reveal east would there? That's basically all I'm trying to do. BTW, according to hints, all the triggers are working and the script is starting and running. I just can't get anything revealed to anyone else.
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Didn't work.
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Does anyone know of a config.bin decryptor? I tried to download OFPManager from OFPEC but the download was corrupt. I tried Amalfi's UnPbo thing from OFPEC but half way through the decrypting process it failed. I don't know of anything else.
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I was fiddling around with the config file of an addon I downloaded and it got me thinking. What causes the hummer and five ton truck to steer like a bus after 40mph? It's obviously a config setting but can anyone tell me what specifically causes this? A sports car can do a 180 at full speed but a hummer at 50 insists on doing nothing more radical than a gradual turn. Yes I know a sports car is much different from a hummer and a hummer shouldn't be able to whip around in a quarter of a second at 150mph. I never said I wanted it to. That's also not what I asked. (Just to cover my bases because I know someone'll want to point that out.)
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In the window of a trigger, what's the "On Deactivation" field for? When does it run? And by the way, a gamelogic is a unit right?
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You know the old question: "How do I get two groups to enter the same helicopter with the helicopter starting on the ground?" And then the typical answer: "Give the helicopter a load waypoint and the soldiers a couple get in waypoints and sync the get in waypoints with the load waypoint." And then the inevitable reply: "But the chopper hops into the air and comes back down, then the people get in. Â Is there a way to keep the helicopter on the ground until everyone's in?" Well, I've found a way but it too has its problems. Â I've figured out that if you just cause the chopper to start on the ground and without a drop of fuel, the waypoint will be activated, the chopper won't go airborn before everyone's aboard, and everyone will be able to get in. Â You then make a trigger that'll activate when everyone's onboard and sync that trigger with the chopper's load waypoint. Â Then in the trigger's On Activation waypoint, give the chopper a full fuel tank. Â Then give the chopper a second waypoint wherever you want it to fly to. Â Perfect right? Â No. Â I'm using BAS's blackhawks and when they start, they have this really loud whirring noise as the starter starts the engine. Â If I do the above idea, it works except that the helicopter gives off that rediculously annoying noise until the chopper gets fuel. Â That's because the pilot is trying to start the engine the whole time. My question here is, is there a way to keep the pilot from starting the engine until the chopper gets fuel so I don't have that annoying starter whir? Hey, if there's a way to keep the pilot from starting the engine until something else says so, then that would solve the problem right there. Â Oh well, whatever. Edit: I know what you're thinking. You're thinking: "Well then don't use that chopper, use the BIS blackhawk. That chopper doesn't do that." The reason why I want to stick with the BAS blackhawk instead of the BIS blackhawk is because in comparison, the BIS blackhawk is dreadfully ugly and simplistic.
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I'm not sure OFP supports areas that small. It might, I'm not sure but my gut feeling says to stay away from it if at all possible.
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Somebloke's idea works perfectly. Here's how it works. I took an empty BAS Blackhawk and put it on the helipad like normal. I took the units to pile into the cargo area and told them to "GETIN" like normal. I then took two pilots and placed them really darn close to the front of the chopper and placed their first waypoint (move) between them and the chopper. In the waypoint's activation field I put<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">pilot1 moveindriver blackhawk; pilot2 moveingunner blackhawkThen I placed a second waypoint wherever I wanted them to go after everyone was on board. I created a trigger that only activated when everyone was on board and syncronised it with the first waypoint. That way when everything starts, the pilots start at their first waypoint so that activates right away and sends them into their assigned places in the chopper. They don't need to go anywhere because the chopper is also at their assigned waypoint and their second one is hidden from them. When everyone is on board the trigger activates thus unhiding their second waypoint. The pilots stop picking their noses and start the engine so they can proceed to their next waypoints. The choppers don't hop into the air and land before anyone boards, the pilots don't try to start the engine about once every fifth of a second, the pilots thus do not bog down the game, and I don't have to listen to that annoying starter whir. Now everything happens as it should. Thanks
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I've been looking through some config files and got to thinking. Â After a little while I hit a wall (so to speak). Â The damage guns deal is measured in whole numbers like 5.5, 11, things of the sort. Â But the units in OFP have health ratings measured like this: armor=3; armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; What does that mean? Â Does that mean that a bullet would have to eliminate 80% of the unit's health to disable the torso (armorbody) or does that mean that it'll take a bullet dealing out 8 points of damage to kill that particular body part? Â How do these numbers compute? Edit: Darn topic won't track.
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I'm trying to make a trigger without typing forever. I have a chopper, and a group of people. What I want is: Trigger: Condidtion: the whole group is in the chopper On Activation: chopper setfuel 1 Okay, the activation isn't the problem, the condition is. Lets say the group is made up of six people, s1-s6 and the group name is p1, and the chopper name is h1. I've tried; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> p1 in h1 [p1] in h1 units p1 in h1 {_x in h1} foreach units group p1 {_x in h1} foreach units p1 {_x in h1} foreach units s1 [s1,s2,s3,s4,s5,s6] in h1 {s1,s2,s3,s4,s5,s6} in h1 And the only thing I can get to work is; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> s1 in h1 && s2 in h1 && s3 in h1 && s4 in h1 && s5 in h1 && s6 in h1 Does anyone know of a shorter way than typing out each individual unit? And what about two or more groups instead of just one?
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That you know of, what's the quietest rifle in real life? That includes, suppressed, unsuppressed, super-sonic ammo, subsonic ammo and things of the sort. In the game the guns get pretty darn quiet but in real life sound isn't reduced anywhere near as much.
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If I have a person ordered to "dowatch" a particular object and I wanted to cancel that after a bit, how would I do that? I can change his combat mode and behaviour but he still stares at the object. I can even type in "man1 dowatch nil" and even that doesn't work. Is it even possible to cancel dowatch?
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What the hell is an event handler and where and how do you use it? I looked in the command refference manual but it didn't tell me jack shit.
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I did, nothing useful came up. You need to realize that I don't post before I search.
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The searches I've done have said the distanceZoomMin and distanceZoomMax commands are for zeroing the weapon. They don't say much more than that. I was wondering if someone could elaborate on that and tell me exactally what the purpose is of those commands and how to use them. I've figured out the opticsZoomMin and OpticsZoomMax commands but can't figure out the distance ones. Note: I've figured out the opticsZoom ones but still can't find the equation for producing a scope of a certain power that actually looks right.
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So the distanceZoomMin and Max determine the range at which the bullet hits dead center? Then in order to duplicate normal bullet drop wouldn't a person only need to manipulate the bullet speed and the distanceZoom?
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Is it possible to use two or more mods at the same time? What I mean is I have a couple mods I'd like to use at the same time but I'm having problems combining the config files. I was wondering if there was a way to start multiple mods with the same shortcut when the multiple mods are in separate mod folders with separate config files and all that.
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How does a person convert the ever strange uax file type to windows media?
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Okay maybe I should rephrase it. 1. I don't need to know how to make a scope of a certain power. 2. There are four commands in the section of a weapon cpp file that controls the scope. 3. I've figured out the first two but haven't been able to see that the other two does absolutely anything at all. 4. No one's gonna add commands and even tweak commands in a cpp file if they don't do anything. 5. I need to know specifically what those last two commands do. 6. The commands that I haven't been able to figure out are: distanceZoomMin=any particular number above zero distanceZoomMax=any particular number above zero
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Anyone? How can people use WMV versions of the sounds in America's Army in their addons if no one knows how? Please help. It can't be that hard.
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Ya know, I've been playing this game so much that I kinda took it for granted how cool it is. I got used to it and didn't think anything more about it. I just downloaded and installed America's Army 2.0.0a. Damn frustrating game. The entire friggin' game is multiplayer. No single player missions whatsoever. They tried to make it realistic and boy is it ever. That's the very problem though. Its so realistic that it's not fun. It is a computer game after all and games are supposed to be fun and enjoyable. That game isn't because its too realistic. Bleeding to death sucks, the admins on their different servers suck. Some are WAY too strict, some need to screw their heads on tighter. Everyone that plays the game is a hardcore expert and has devoted YEARS and I do mean years of constant computer time to that game so you immediately start a level (any level I don't care), count to 20 and you'll be dead with no mercy and not a prayer in the world. Tell me, what's the point in playing something you can't win at? Plus, there's way too many people in each level, their levels are way too small, their urban combat is impossible (even more so than their normal combat that is) and 2/3rds of their training you spend so long at is completely useless. Terrible game!! OFP however has no training to waste your time at, it has an AI that's moderately intelligent [Note: If you're one of those people here always asking for more intelligent AI, play America's Army then tell me if you still want smarter AI. The beauty of AI is that its not as smart as a human soldier would be.], the levels are huge and provide plenty of cover, since the AI is moderately intelligent, you can actually win, there's a storyline and a plot, it has single player missions, its realistic enough to be cool and fun but not enough to be frustrating, its indeed fun & enjoyable, you can't bleed to death without a mod and even then you can deactivate it. I can't say anything about OFP multiplayer however because I've never done it but I'd suspect we'd be nicer and more hospitable and tolerant to newbies even because whether we see it or not, we're kinda like a large family here so I'd suspect that the players would be much nicer and more enjoyable to game with and our servers and server admins can only be better cause there's no way possible they could be worse! Conclusion: OFP is the most awesome combat sim I know of and has the best mix of all attributes. Don't take this game for granted and think twice before you petition for a change to the game itself. I feel better after blowing off that steam! I'm still kinda peeved though. Better calm down or I'm gonna wake up tommorrow morning with flat teeth!
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I know. I understood what you said and I agree with everything you said, just thought I'd put in my 2 cents worth for one reason or another. That's all.