kennypooh
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Hi, I have radeon x1900 series vid card. Meet all specs for Arma. Installed demo. When I try to start the game I get error message: application has failed to start because d3dx9_30.dll was not found. Can someone help with this? Thanks, Ken
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Need "brainless" commander...
kennypooh replied to -)a)('s topic in OFP : MISSION EDITING & SCRIPTING
You could 'ungroup' all the units, then just have all the units follow one guy around in a formation. Just a thought. -
Move/stop via radio command question
kennypooh replied to Ten of Swords's topic in OFP : MISSION EDITING & SCRIPTING
sorry bout that, i fixed the linked http://f2.pg.briefcase.yahoo.com/ -
Move/stop via radio command question
kennypooh replied to Ten of Swords's topic in OFP : MISSION EDITING & SCRIPTING
Ten -- link for example then click on My documents/OFP example missions/ halt_go. It's a zip file. http://f2.pg.briefcase.yahoo.com/ How I do it: In Editor placed a West/jeep, and named it Bob. On initializatio:Bob stop true ( so he dosn't follow waypoint for the test ) Then I gave him a waypoint 'move/limited/safe'. Then I put the first trigger: Activation: Alpha/Repeatedly On Activation:Bob stop false Then I put the second trigger: Activation: Alpha/Repeatedly On Activation:Bob stop true Hope it works for you Ten. Ken -
Move/stop via radio command question
kennypooh replied to Ten of Swords's topic in OFP : MISSION EDITING & SCRIPTING
Ten, i can email example -
Move/stop via radio command question
kennypooh replied to Ten of Swords's topic in OFP : MISSION EDITING & SCRIPTING
Ten Place a guy on map, name him (ex: Bob) To make him go: Put a trigger: Radio - Alpha, Repeatedly On Activation: Bob stop false; To make him stop: Put another trigger: Radio - Bravo, Repeatedly On Activation: Bob stop true; Works with whatever method you use to move Bob. But you have to waypoints or use 'move' command or something to move him. Hope this helps, Ken -
Is their a jump script?
kennypooh replied to Spartan_04's topic in OFP : MISSION EDITING & SCRIPTING
Spartan, you're welcome. I've been messing with my jump script and now you fall a wee little bit slower and damage is a LOT less. Give it a try , Ken ;jump.sqs jup = 1 jdn = 5 _ux = 0 _xdir = getdir player _xsin = sin (_xdir) * 100 _xcos = cos (_xdir) * 100 _xposX = (getpos player select 0) _xposY = (getpos player select 1) _xposz = (getpos player select 2) _xXpos = (_xposX)+(_xsin) _xYpos = (_xposY)+(_xcos) #loop1 player setpos [_xXpos,_xYpos,_xposz + 75] jup = jup + 1 _dx = _dx + 1 ~0.01 ? (_dx < 75): goto "loop1" _xdir = getdir player _xsin = sin (_xdir) _xcos = cos (_xdir) _xposX = (getpos player select 0) _xposY = (getpos player select 1) _xposz = (getpos player select 2) _xXpos = (_xposX)+(_xsin) _xYpos = (_xposY)+(_xcos) #loop2 player setpos [_xXpos,_xYpos,_xposz - jdn] jdn = jdn + 5 _ux = _ux + 5 ~0.05 ? (_ux < 70): goto "loop2" -
Is their a jump script?
kennypooh replied to Spartan_04's topic in OFP : MISSION EDITING & SCRIPTING
Spartan, After the 3rd or 4th jump, you get pretty beat up, so here is a script I use (by Gummi) for damage control. ;script by Gummi (Miller) ; ofpgummi@yahoo.com ; to use: [A, B] exec "autofix.sqs" ; A = Vehicle name ; B = Time until repair in seconds ; Example: [car1, 5] exec "autofix.sqs" _vehic = _this select 0 _wait = _this select 1 #check ? (GetDammage _vehic >0.01) : goto "fix" goto "check" #fix ~_wait _vehic setdammage 0 goto "check" In my init: [me,0.01] exec "autofix.sqs"; Thanks Gummi -
Is their a jump script?
kennypooh replied to Spartan_04's topic in OFP : MISSION EDITING & SCRIPTING
Spartan, try this: jump.sqs jup = 1 jdn = 1 _ux = 0 _xdir = getdir player _xsin = sin (_xdir) *100 _xcos = cos (_xdir) *100 _xposX = (getpos player select 0) _xposY = (getpos player select 1) _xposz = (getpos player select 2) _xXpos = (_xposX)+(_xsin) _xYpos = (_xposY)+(_xcos) #loop1 player setpos [_xXpos,_xYpos,_xposz + 75] jup = jup + 1 _dx = _dx + 1 ~0.01 ? (_dx < 75): goto "loop1" _xdir = getdir player _xsin = sin (_xdir) _xcos = cos (_xdir) _xposX = (getpos player select 0) _xposY = (getpos player select 1) _xposz = (getpos player select 2) _xXpos = (_xposX)+(_xsin) _xYpos = (_xposY)+(_xcos) #loop2 player setpos [_xXpos,_xYpos,_xposz - jdn] jdn = jdn + 1 _ux = _ux + 1 ~0.01 ? (_ux < 74): goto "loop2" addjump.sqs pj = player addaction ["Jump","jump.sqs"] In player's init: [] exec "addjump.sqs" Tested and works. Hope it helps, ken -
Action menu to move ai forward
kennypooh replied to kennypooh's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the reply Red, but I didn't make myself clear enough. I know how to do scripts for action menus. I don't know the command for meters: _this guy commandmove __ Fill in the blank to get the guy to move NW for 50 meters. Thanks again. Ken -
BIS original selections: Seletct AI, 1 = move, 0 = other, 1 = north, then how many meters to move him. How can I tell AI (not in my squad) how many meters to move with my own action menu? EX: Move -- North -- 50 meters Thanks, Ken BTW I have searched extensively here and at ofpec.
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NM, think I fixed it Thanks anyway for all the help
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I downloaded Red Hammer when it first came out and haven't played it for a while. I have all the patches for ofp, resistance and RH. But when I go to play RH: After heli and coming off the big boat 'Arriving at Everon' it says "Cannot load mission, missing addons: VoiceRH I have VoiceRH in the addons folder and also in the same folder with Red Hammer.pbo. Am I missing files or something. Thats the only files I have for Red Hammer are: Red Hammer.pbo and VoiceRH.pbo I'm wondering if maybe I lost a file somewhere. Those are the only files I remember seeing when I downloaded it. Can someone help, please? Thanks, Ken
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Map editor zoom-in feature?
kennypooh replied to dsawan's topic in OFP : MISSION EDITING & SCRIPTING
to put more than one unit in a house, i copy and paste the first unit and waypoint then just edit the position #. -
Radio, start & stop, move & halt ?
kennypooh replied to BAD ASS JACK's topic in OFP : MISSION EDITING & SCRIPTING
Place your unit on map and name it. I'll use name, unit1 for this. Place MOVE waypoint(s). Make a trigger ( a and b axis = 0). For Activation: Radio Alpha Condition: alive unit1 On Activation: unit1 stop true Make another trigger ( a and b axis = 0). For Activation: Radio Bravo Condition alive unit1 On Activation: unit1 stop false Ingame, hit 0-0-1 to stop the unit / 0-0-2 to move the unit Hope this helps Bad Ass Ken