jetplane_pete
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Everything posted by 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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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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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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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 -
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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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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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 -
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
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Does the switch to Sanctuary's terrific patrol animations conflict with those used in Blancos excellant fixed pos script. Works all ok but only for first preview, thereafter the script does not run the Stand,Sit or ready anim's. Anyway round this problem short of reverting to BIS anims. Pete
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Sanctuary anim's
jetplane_pete replied to jetplane_pete's topic in OFP : MISSION EDITING & SCRIPTING
Blanco hi Thanks for picking up on the thread. Still having problems. Was running it with MAP Naval Infantry, but standard BIS troops act the same. I do run via ECP, so that might be the problem. I'm trying to run std OFP to test this but I CTD every time I try ! But I'll keep plugging away. Tried the eventhandler change but it made no discernable impact. Thanks for a great script Pete -
Script exec in unit init vs trigger
jetplane_pete posted a topic in OFP : MISSION EDITING & SCRIPTING
Guys hi Just when I think I'm getting the hang of this..... I run this line {_x setface "camoflage2"} foreach units group this in the init box of a group memeber to add a camo face to each unit in the group, and it works fine. However I also want to do the same for units created by "createUnit" via a spawn script. I have tried the setface command within the spawn script, and also via the activation line of a trigger but can't get the correct syntex. Any ideas thanx P -
Guys hi What do enemy AI units do in SP when they run out of ammo. Will they use nearby ammo crates, or do they just give up and await death. If the latter is the case any scripts out there to re arm them ? A quick search picked up nothing on the topic cheers Pete
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Guys hi Trying to use the following to move a waypoint ;mobileWP _unit = this select 0 _mwp = this select 1 [_unit,_mwp] setWPPos getPos player exit the unit & mwp input are from a waypoint activation i.e. [inf3,2] exec "mobwp.sqs" I get an error query "_mwp = select 1#: error select: type bool expected array" Any idea what I'm getting wrong ? thanks Pete
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moving waypoints
jetplane_pete replied to jetplane_pete's topic in OFP : MISSION EDITING & SCRIPTING
Dr Death you called it right, I had all ready worked it out, one of those doh ! moments, but thanks. Rommel - its an AI aggressive script, allowing reinforcements to move towards the action whereever it might be. P -
moving waypoints
jetplane_pete replied to jetplane_pete's topic in OFP : MISSION EDITING & SCRIPTING
Strange , this error message is missing the " this " that is supposed to be there in your script ? Thats an error on my part, error message reads _mwp= this select 1 #: Error select: type bool, expected array. Sanctuary love your patrol anim's they form big part of the mission I'm working on P -
C8X ammo and JAM compatabily
jetplane_pete replied to jetplane_pete's topic in OFP : MISSION EDITING & SCRIPTING
Sanctuary hi Thanks for the reply, I was not aware of that info at Dig' Grenade. Found Kammaks script for this on the forum, just what I was after. Thanks for the pointer Pete -
Guys hi I want to use the Russian Navel Infantry (from Marine Assault Pack) with HD_JAM ammo. In looking into how I might do this I note that BAS have already done this with their Tonal SF pack, which includes a C8X_russjam.pbo. Can I get the Navel warriors to use HD mags, without having to remove and replace each weapon. Thanx Pete
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Guys hi Playing around in the editor, and placing snipers on rooftops, and notice that building ID 105897 has a topfloor and window openings. On falling past the window it seems there is carpet on the floor. I have used buildingPos n, to try and get inside this room, but always end up out at sea. Is there any way to ID a room index for a specific building, or any other way this room can be entered Thanx Pete