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klavan

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Everything posted by klavan

  1. The line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [Loon1] join grpnull Means that Loon1 leaves the group called groupAlpha, thus becoming ready to be the leader of a new group. Groupnull means no group. Follows the list (i'm quite sure they're all here) of the availables group names in OFP <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ALPHA BRAVO CHARLIE DELTA ECHO FOXTROT GOLF HOTEL NOVEMBER KILO YANKEE ZULU BUFFALO TWO THREE GUARDIAN CONVOY About the last question try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "SoldierWB" createUnit [getPos gamelogicname, groupAlpha, "loon1 = this; this addweapon {binocular}", 0.6, "sergeant"] Hope this help Klavan
  2. You can't create a whole new group: a newly created unit MUST join an existing group or will not be created! However you can place a unit far from where you want to create the rest of the group and then make the first unit you're going to create to join grpnull and then make the following units to join him. Rough example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "SoldierWB" createUnit [getMarkerPos "marker_1", groupAlpha, "loon1 = this; this addweapon {binocular}", 0.6, "sergeant"] ~0.1 [Loon1] join grpnull NewgroupOne = group loon1 NewgroupOne setgroupid ["Yankee","Groupcolor0"] ~0.1 "SoldierWB" createUnit [getMarkerPos "marker_1", Newgroup, "loon2 = this;", 0.6, "private"] ~0.1 "SoldierWB" createUnit [getMarkerPos "marker_1", Newgroup, "loon3 = this;", 0.4, "private"] ~0.1 .....and so on Hope this help Klavan
  3. Awesome units! A real and big improvement from the previous released version. This is a must have for me! Top stuff, Prep! Klavan PS Same here, but the units are displayed correctly and fully enjoiables to me.
  4. Not sure this is the right place for this question (my apologizes to the moderators in case of....), but since I suppose here I can find some dudes who usually handle these stuffs here's my small problem: I'm actually modifing a dialog and i need to know where i can find the small pistol icon that appears in the handgun box of a man when it's empty. I've found all the others (main weapon, secondary weapon, equipment and magazines) in the dtaext.pbo in the dta folder and in the O_WP, but the one i'm searching for is not present there. So, before to begin to unpbo something else I ask you for your help. However I don't need the pic itself (since I'm not going to edit it): the pic name and it's path is sufficient for me. Thanks. Klavan.
  5. klavan

    What is picture?

    Maybe it's just only a MP feature..... Now let's imagine what's the pourpouse of such command. You sidechat or sideradio something and let's say you can attach an imagine. Now, what's the aim of this? What's it's usefull for? In MP it could be usefull for a better, immediate recognization of your mates when they say something. This could make sense, and maybe it's possible if the players have the same path and name for the pic, so that who host he match can enable this feature (I'm just wondering, since I know nothing about MP editing and realated....) In SP, about the same, by displaying the small unit icons (tank, chopper and so on), for a better recognization about the kind of unit is talking...... Any other ideas? Klavan
  6. klavan

    What is picture?

    This is totally unknown to me!!! Exactly, what I have to do to see this pic??? Klavan
  7. klavan

    What is picture?

    Interesting question. I've made some test some months ago, but they led me to nowhere. My first tough, since <<picture>> is a string was about the possibilty to add aditional text before the message, maybe by referring it to a .csv, but inserting the format comand it returns an error message. Second I've took a look at the main OFP .csv, searching for something related, but again without success. What i didn't tried was to attemp inserting path to an icon picture, but at the end I think you're right about the it's obsolescence. Klavan.
  8. Glad to help you, Balschoiw. And the color codes you've found out it just what I need to avoid to get mad every time I work with description related stuffs! Klavan.
  9. Try this tute: http://www.ofpec.com/includes/download2.php?id=1010 It's about Cutrsc/Titlersc. Take a look at the sample mission: if I understood your needs well this could help you. Klavan
  10. klavan

    respawn script

    About the first question try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _team move getpos gohere {_x allowleeing 0} foreach units _team _team setformation "Line" Hope this help Klavan PS A suggestion: add a little delay between the created units, just to avoid the they freezes in place.
  11. You wanna know soooooo much! Question 1 You can't. It's a game limitation. Questions 2-3 I suggest you to learn how to do all these things by yourself. The OFPEC site is a very good place to start (Look at my signature for the link to it, but it's currently down due to a problem on the server. It will back online soon.). There are tons of tutorials there that will teach everything you want. In addiction there's a newborn site: the OFP Design Team that focus on basic and advancing mission editing and scripting. Its' very new, and you may contribute for it's growing (again check my signature). Question 4 Send me PM with your e-mail address and i will send to you a tutorial on how to add music and sound for OFP Klavan PS Welcome to this forum!
  12. klavan

    AddMagazine Foreach.....

    Try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_x addmagazine "hk"} foreach units Mygroup Klavan
  13. klavan

    Addaction issue :)

    I don't think it's possible anyway. Klavan
  14. klavan

    Jon Doe

    It's cleary a corrupted cop, with inclination about serial killing who he normally suffocates thanks to his innate rationality. But sometimes he falls in temptation after sniffing that particular and rare chemical mixtured compound called "Mambo N5". He's proficient both with the knife and the razorbalde. Klavan, scaring watching out of the windows.......
  15. Try to put this in the init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @Time==0 titlecut ["","BLACK out",0] Klavan
  16. klavan

    "cycle" waypoint

    So many things to remember....... Bad Klavan!
  17. klavan

    enough fictious islands ....

    I totally agree with you. A good SP mission requires from 2 up to 4 months of editing work, a lot of headeaches and, when released, additional dozens of hours of work to fix/modify/improve it. Naturally I'm speaking for those like me try to do the job all alone..... Only few weeks ago the main probs were represented by the addons requirements, but now, that high speed connections are becoming common even in the dear,old,slow Europe the situation changed and the quality of a mission is now determined by other factors: gameplay balance, innovative storylines and situations, the continously demand for realism and so on. I think that creating "real" island could revert the situation, helping the mission makers in receiving new stimulations for releasing new stuffs. I will always approved islands based on real locations. Klavan
  18. klavan

    "cycle" waypoint

    Editing with the chopper is so terrible! I've encountered the same prob and after about hundred attempts (by synch triggers, by moving waypoints, and so on) i switched to a script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hind setfuel 0 @getpos hind select 2 < 15 hind setvelocity [0,0,0] hind setpos getmarkerpos "markername" This script is runned during a cutscene so there's no problem for me about about "disappearing issues". You could try by moving a waypoint over the marker (SetWPPos command) and placing a trigger over it wich is activated at a certain condition that activated the script. Klavan
  19. @Thunderbird84 Oh, well maybe i'm risking to be lynched for what i'm saying, but i wonder if is not the case for you to wait for the release of ArmAs before planning anything like that. The work done 'till now with FFUR is awesome and it honours you, but even if the guys at BIS talked about an almost total backward compatibility with the addons released untill now, I really wonder if this will be the truth...... I think you'll most probably get mad by changing and adapting the stuffs you've already released for the incoming new game's environmentall and the risk to waste your time in something that will be ignored is concrete. The mission i'm actually working on will be the last for OFP, then I will sit down waiting for the new game. Almost every day i read here and there of new teams working on new projects. That's really nice but i think we have to take in consideration what's the next future will reserves to us. Sorrowfully actually we know nothig..... I love this game, but the countdown has began.... But it's just my idea. Nothing more and maybe I'm wrong. However I vote for: US vs China vs Russia US vs Iraq vs Iran (when decent addons will be released) Klavan
  20. klavan

    JAM3

    Just a big applause to cornhelium! I loved JAM2 and I'm sure I will love JAM3. Great work and many thanks! Klavan
  21. klavan

    LOST BROTHERS SINAI UPDATE 1.4

    I've downloaded and tried it yesterday and I must say that all you guys have done a great work, really! My only problems with this stuff is the lag (I've got an high-end PC, but maybe with a combination of setviewdistance and something else it should be OK) and some building's textures (but nothing important). I expecially appreciate the large roads that passes through the towns: the AI (at least the infantry and the smallest vehicles) proves to be comfortable in CQB situations. I realy like realistic maps and this one is one of the better I've seen 'till now, that's for sure! However here's a (veryvery) short wishlist: -Sandstorms -Music and sounds (minaret chantings, radio loops, and similar) And all will be perfect! Keep up the great work, guys! Klavan
  22. klavan

    Too Young To Die Campaign release

    How the hell I've missed it?? Oh....damn....yes......now I know why..... It's always the same story: too busy with my s**t to take the time to take a look to other people works. I'll report my exeprience with this when I'll finish it (probably it will take me a lot of weeks......). Downloading just now! Klavan
  23. klavan

    Gen. Mission Editing

    Very nice initiative! The community really needs such kind of sites. Are you planning to create an users made mission depot where every one can submit and d/l (rated) stuffs? I think this could help in making the site start it's run faster. Keep up the good work, man! Klavan
  24. Here's my suggestion (example not guaranted!: create a trigger over the streetlight Activation: NATO - present - repeatedly Condition: this && player in thislist On Activation : cutter = player addaction ["Cut Powercables","Cut.sqs"] On Deactivation : player removeaction cutter The Script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player removeaction cutter _lamp = nearestObject [player, "StreetLamp"] ? lightison _lamp == "OFF" : exit player switchmove "Medic" ~3 _lamp switchlight "OFF" ~0.25 _lamp switchlight "AUTO" ~0.15 _lamp switchlight "OFF" exit Hope this help. Klavan
  25. I don't usualy ask for it, but in this case i made an exception: aprox release date? This is the dream of every OFP mission designer..... Klavan.
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