jetplane_pete
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Can someone send me the bin pbo file for the demo. I tried to see whether Kegety's "noblur" would work with the demo, but replaced the original file without saving it. Rather than downloading the whole demo again any chance someone can shoot it my way petewenman(at)btinternet.com just change the at thanks Pete
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Can someone send me the bin pbo file for the demo. I tried to see whether Kegety's "noblur" would work with the demo, but replaced the original file without saving it. Rather than downloading the whole demo again any chance someone can shoot it my way petewenman(at)btinternet.com just change the at thanks Pete
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Can someone send me the bin pbo file for the demo. I tried to see whether Kegety's "noblur" would work with the demo, but replaced the original file without saving it. Rather than downloading the whole demo again any chance someone can shoot it my way petewenman(at)btinternet.com just change the at thanks Pete
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X' Check my thread here, the script is copied and pasted as part of my query HTH Pete
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Fox hi thanks for that, however delaying the AI Cover script means the loons have moved from their set position. I've therefore tried to delay the HD switch by a few seconds. I normally use the following line in a loon init line to convert the entire group. However the syntex does not work when placed in a trigger, or WP. My scripting skills are low so I wondered if you have any idea. Otherwise I'll just have to manually rework the ammo for each unit in the AI cover group. Pete
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Fox hi Couldn't find it either so here's the read me any help appreciated. As an after thought I'm running JAM3 is this compatable with your HDconvert script ? as this might be the problem. Pete
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Guys hi Putting together a mission, using ECP (current version). I've used Blanco's Ai cover script to anchor loons behind cover without problem. However when adding Fox2 High Dispersion conversion script (for JAM to HD JAM) the cover script starts having problems. Most of the loons who should be kneeling, weapon up now stand and shoulder arms. Any idea what the conflict is or where it might be ? thanks Pete
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As I see it (together with the other screen shots) a SU27 suffered a flame out and crashed into the mosque. Friendly troops in the area rush to see if they can help, but have to hold back due to the intense heat. Its possible P
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RHS releases: GRU, SOBR, RFMI, GAZ66, Weapon Pack
jetplane_pete replied to raedor's topic in ADDONS & MODS: COMPLETE
Kinda cool bug or maybe I just shot his hand off  Love the pack, keep up the good work. Pete -
getting object position and
jetplane_pete replied to jetplane_pete's topic in OFP : MISSION EDITING & SCRIPTING
Cheers Red Working nicely P -
getting object position and
jetplane_pete replied to jetplane_pete's topic in OFP : MISSION EDITING & SCRIPTING
Guys hi Thanks for the help. Only problem is I was talking rubbish I'm adding an action via a script "rooment.sqs" ;rooment.sqs ; enter room player addaction["Enter Room", "room.sqs"] via a trigger. No problem there. With "room.sqs" running if the player selects the action However I want to enter the script arguement "sw1" from the trigger into "room.sqs". (in otherwords the arguement for "rooment.sqs" needs to be carried forward into "room.sqs" Can this be done ? thanx P -
getting object position and
jetplane_pete replied to jetplane_pete's topic in OFP : MISSION EDITING & SCRIPTING
I'll try again to describe what I'm after. Take several known positions - call them sw1, sw2 etc Each of them has a trigger over it, and I want the trigger to run a script. so when trigger1 goes off the position of sw1 is carried into the script, but when trigger2 (or 3, etc) goes off the position for sw2, sw3 etc is carried into the script. in otherwords the marker postion is part of the script arguement. Have tried [sw1] exec "move.sqs" in the trigger with the script being ;move.sqs _se = _this select 0 player setpos [getpos _se] exit. I have tried loads of varients, but can't find a way to convert the sw postion into the _se variable. the above makes perfect sense to me, but I suspect is total garbage to everybody else P -
Guys hi Excuse the simple language but computer wiz I'm not. I want to take a know position, (I have tried with a gamelogic, a unit and a marker) and enter it into a script so that a "setpos" command will then move a unit there. I can run it when using the object name, but as soon as I try and take it as a variable so that the same script can be used for different object locations I run into trouble. I have tried so many different snippets I won't bother the put them here. Any one help thanx P
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Guys hi Have tried using the Third World Explosion Team "3rd Party Objects Pack" AI paths. I place them via the editor, but when I set up the AI to follow the pathway via a couple of waypoints I CTD. Any ideas, as to why or how to avoid it thanks Pete
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Just throwing in my 2p Anjou. Great map, with an eye for detail. Don't worry about armour or aircraft, just enjoy intense infantry firefights. Currently running PUKF & MAP Naval Infantry through they paces, and both sides want a quiter sector P