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klavan
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Everything posted by klavan
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This script attempts to simulate a couple of Apaches doing CAS missions only with their rockets via onmapsingleclick command. I've originally created this script for Operation Weasel, but maybe someone could be intersted about a simplified version of it. I've included a simple mission. To run the scripts hit 0-0-1, open the map and click where needed. Kowing Issues: The script works better if you click over open and flat terrain. Avoid to click over building or large trees. Let me know what you think about it: suggestions and constuctive criticism are welcome here! Download the script here: http://www.ofpec.com/yabbse/attachments/FFARStrike.zip Addons needed: Invisible Targets by Lester http://andrew.nf/ofp/addons/InvTargetsV1.3.rar Thanks. Klavan
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Another tute. It's the fourth from the top. Klavan
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whats a description.ext...help please??
klavan replied to se@l's topic in OFP : MISSION EDITING & SCRIPTING
A tutorial here. It's the sixth from the bottom. Klavan -
Try to combine some eventhandlers. Look here. Klavan
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What do you mean with "special bullet"? Klavan
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Release Italian Army from PedagneMOD
klavan replied to arremba_san_zorzo's topic in ADDONS & MODS: COMPLETE
Could you please be more precise about the issue you've exeprienced? Klavan -
I don't think it's possible. The enableradio command is the only available for such pourpouses..... Klavan
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Is it possible to do that ingame? I'm aware of the ShowGPS command, but if i'm not wrong you can define it only in the description, while the ShownGPS is useful only to check if the GPS is enabled or not. Since the GPS is a kind of dialog thare's a way to open/close it? Thanks Klavan
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If westman1 is supposed to be the player, then try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> westman1 addEventHandler ["killed",{[this,westman1,20,5] exec "apkiller.sqs"}] Because:
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To check the distance: ? cop distance criminal >= 200 : goto "Blue" goto "Red" About the second question. If you want someone to speak on radio channels write: johndoe sidechat "Text" If you want to simulate a talk you've to use the titletext command eg: titletext ["What a sh***y day!","Plain Down"] There's no way you can address this to someone during the game. Better to use a cutscene. Hope this help Klavan
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I've searched for it at ATWAR, but the link that lead to fileplanet doesn't works (it give me a file not found message). The version I found at the OPFEC is only ECP compatible, so I can't install it without re-installing the ECP (which I don't want to do). I've searched here but without results. So I ask you to help me. Thanks. Klavan
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I've recently uninstalled a total conversion mod and I had some bad surprises: everon, malden and kolgujev diasappers from my OFP. No panic klavan , I thought, just reinstall the files directly from the original installation CD. All seemed OK, since I saw the isles reappeared in the menu. But today I had another surprise: the ground texures of all the three islands are missing (they appears white) and when I clicked on the view textures button in the mission editor my system crash. Since i'm confused by what's file the contains the textures of the islands and where I have to place it (or them), I ask you for your help to solve my problem. Thanks. Klavan
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This summer is too much hot for my brain..... Vacation needed.... Klavan
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In the init field of the "radio trigger" you have to type: 1 setradiomsg "null" In the init field of the "west present" trigger you have to type: 1 setradiomsg "Alpha" Klavan
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RHS/Chaos Studios Battlefield comm. system v.1.0.
klavan replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
SOOOOOO CURIOOOOUUUS!!!! D/L immediately! Klavan -
Adding Pictures to youre missions
klavan replied to NaveReyem's topic in OFP : MISSION EDITING & SCRIPTING
This is what i've putted in the description file of Operation Weasel to make appear an image in the intro <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define ST_PICTURE 48 #define CT_STATIC 0 //****************************************************************** // MISSION PICTURE //****************************************************************** class RscGraphic { type = CT_STATIC; idc=-1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontHtml; size = 1; }; class RscTitles { class Weasel { name = "weasel";duration = 5; idd = -1;movingEnable = false;controls[]= {animal}; class animal : RscGraphic { text = "weasel.jpg"; x = 0.17; y = 0.17; w = 0.65; h = 0.65; }; }; To call for it: cutrsc ["weasel", "plain", 0] Klavan -
The example above is usefull for scripting. Try to put the followings in the init field of a trigger after removing the "_" before the variable's name: preplacedmine = "Weaponholder" createVehicle [getPos object select 0, getPos object select 1, getPos object select 2]; preplacedmine AddMagazineCargo ["pipebomb",1] "Weaponholder" is the default name for this kind of item: it says to OFP to create a "crate" you can fill with primary weapons, handguns and magazines If you want to put a secondary weapon (like a LAW or a RPG) in it you have replace "Weaponholder" with "SecondaryWeaponholder". You haven't to change it in any other way. Another explanation here: http://www.ofpec.com/editors/browse_kb.php It's the fifth from the top of the list. Klavan
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1 There's no way you can place a "ready to use" satchel carge, but you can create it (rough example): _preplacedmine = "Weaponholder" createVehicle [getPos object select 0, getPos object select 1, getPos object select 2] _preplacedmine AddMagazineCargo ["pipebomb",1] However, if I'm not wrong you have to pick-up the charge and to place it on the ground again and then activate it. It's like creating a crate frome where you can pick the specified magazine. 2 Try this script: http://www.ofpec.com/includes/download2.php?id=867 Klavan
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@InqWiper You're right, that's why the bAS guys created so many version of the RPG7 @Trixta However, try to take a look here: http://www.ofpec.com/yabbse....tart=75 Klavan
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Try: This Addaction ["Sell him Drugs", "[this,weed,da1] exec isdrugged.sqs"] I've tested it and I received a missing script message, so I think the sintax is right. Klavan EDIT Never mind it it's wrong. Sorry.
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Since I had no time for a deep test of this stuff I ask you: what about missions that already uses the infoshare? May those cause any problems? The one I'm currently editing will feature this script, so I'd like to know if this may cause any kind of conflict or compatibility problem. Thanks. Klavan PS From what I can saw 'till now I think we gat just what we wanted and deserves: a new, fast, smart and eye-candy way to be killed by the AI. Again, great works, guys!!!
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Clear. Thank you guys. Klavan
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Need help with a waypoint problem
klavan replied to EL Presidente's topic in OFP : MISSION EDITING & SCRIPTING
I supposed you're not using waypoints to move the dude next to the resistance leader, so try this: Alphaleader domove [(getpos resistanceleader select 0), (getpos resistanceleader select 1) + 4))] This sholud make your dude to move in front of the resistanceleader at a distance of 4 meters from him. To make your script continue it's run when the dude reachs the wanted position, try: @Alphaleader distance resistanceleader =< 4 Alphaleader dowatch resistanceleader resistanceleader dowatch Alphaleader The last two lines are usefull to ensure the dudes watch each other when speaking Klavan -
You need an eventhandler. Take a look here for a good tutorial. Klavan
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May whoeveryouwant bless you all, guys! Thanks! Klavan