karantan
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Everything posted by karantan
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How do I Make Guerrillas Hostile to All?
karantan replied to Deth Stryker's topic in OFP : MISSION EDITING & SCRIPTING
Open the Date and Weather section in the Editor (upper right corner), and on the bottom check 'Resistance Friendly to Nobody'. About MP AI respawn; search a bit (Search button), and I'm sure you'll find an answer on/for it. -
how do i make the brefing text?
karantan replied to operation madman's topic in OFP : MISSION EDITING & SCRIPTING
Agree and my point exsactly. It's kinda annoying to do the other's work; if we had the time and the will for it ... @operation madman Have you checked the links we've provided to you? Sorry, but don't quite understand what do you mean by the 'locating' thing. Can you be more specific? -
how do i make the brefing text?
karantan replied to operation madman's topic in OFP : MISSION EDITING & SCRIPTING
Come come now, the mission makers should also to make some effort and try to find some turorials and to browse the apropriate sites a bit to gain the basic knowlege and information about the mission editing, not just to post a sentence(s) like 'how do i make this?, how do i make that?...' (on which was most probably answered a hundred of times in the past already), and then expecting a miracle to happen. And I think when answering W0lle was not there in moderator's but in member's role, and I think his answer was absolutely correct and fair. Thou maybe in his answer he also could provide some useful links for a dude ... @operation madman This can't be answered just in one simple sentence as your question is, and I doubt you'll understand much of the explanation so yes, do some searching and above all get yourself some tutorials. Go on OFPEC as Baddo is suggesting, and also check this: http://www.opflashpoint.org/mission_tutorials.php?v=4. See, a minute or two of browsing ... Â -
You're calling the script with a string instead of unit/code (_this --> this), so remove  _  infront of this.
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Yea, I'm also interested about those questions (especially the first one), but if you've readed 35 pages of this (I, the mazochist, have readed even more;) ), then you should make up your own mind, as I did. But let me answer on some of your questions: "- why BIS released Arma, if the game wasn't finished? (sorry i don't read all the topics)" -- They've been like 'forced' by publishers or something. This 'excuse' has become very common for the developers all around in the gaming world, as all around in the gaming world has become a 'habbit' and a trend of releasing an unfinished/incomplete/cripled products(games). Very sad. "- why BIS use the players as beta-testers?" -- This also becommed an all around trend and it 'goes along' with the upper thing. "- and to finish. why some among of you spend their time to cry. if you don't like this game, you can send your copy, or give it to me." -- Because they've (obviously?) buyed a product which don't satisfying their expectations, and because they've (as it seems?) buyed a cripled product for a full price.
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He has provided a link for/to the mission he's working on, I think he's expecting that some one will help him to bild the mission or do some work instead of him or something.
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Yes, as it seems (it's been a while since I played this camp too  -- time to play it again?) all the enemy in the area must be destroyed for mission to continue, it's so called last loon condition.
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Yes. With time delays of course. It should look like this inside the (intro) script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dude 1 say "bla bla bla" ~5 dude 2 say "ah I see" Now I hope you do understand that dude 1 is the unit_name, and bla bla bla is a "soundfile_name". Time delays can and must be of course adjusted to the apropriate lenghts. Sorry, I can't help you here, I should see that map to see what's all this. Do you by any chance have those triggers on repeating? Or maybe the coundition of the trigger is repeating or something.
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Another reason for my wife to go quiet on me....
karantan replied to HamishUK's topic in ARMA - GENERAL
Same here. But I'm apsolutely giving an advantage to the family life and its obligations over the game's playing (so I'm always on a tight with a (free) time for it), so in return I have an understanding and loving   wife; heck, I'm even receiving a pc games from her as gifts.  -
Intro is a script also, so you can insert the dialog(s) there.   Use a  say  command like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit_name say "soundfile_name"
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This like executes an sqf file ... Anyway, try to add the code in chopper's Init field. Planes do adepting their height to the surrounding terrain, so they shouldn't colide with the hill, so is probably is something within the script you're using that is causing this.
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In first trigger(The enemy is attacking) put in On Activation: alert = true, and in the second(Enemy dead): alert = false. Then make a third trigger(this will sound out the alarm so delete the alarm from the first trigger) with Condition: alert, Â and of course set the alarm. It's also important that this trigger is set on Repeatedly.
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get a unit move to the waypoint by trigger
karantan replied to lorence_lin's topic in OFP : MISSION EDITING & SCRIPTING
How should I know this? Sure you don't think I'm a psycic. Â There're lots of things that can be wrong like you didn't named your unit, you don't have a right condition(s) in the trigger, you didn't synched the right waypoint(s) etc etc ... but as you describing the problem it could be that last (wrong synchronising - try and sync the wp before the now synched one) I'm also recommending you to check some tutorials, FAQs and such to gain some basic knowledge about the mission editing. Â -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">choppername flyInHeight 150 choppername = the name of the chopper 150 = flying height (can be adjusted of course)
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get a unit move to the waypoint by trigger
karantan replied to lorence_lin's topic in OFP : MISSION EDITING & SCRIPTING
You don't need a script for that, use a Trigger as you've wroted in your thread's title; use not alive unitname as Condition or a Radio command(s) as/in Activation. Then synchronise the Trigger with the apropriate waypoint. -
THE MATRIX (A series of single missions)
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
See, it's not so hard eh? And forget about the 'complexity' word; the usefulness and the needness is what counts. Â -
THE MATRIX (A series of single missions)
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
No, not really ... but true, scripts are sometimes just more in handy or necessary. -
Which addon/editor do you using? I recommending you Mikero's Editor Update 103, there you have the street lamps, and the inflame command works fine with them. And don't forget to delete all other editors you might have in your addon folder (compatibility problem).
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this inFlame true -- same as for the camp fire (because the lamps are 'derivated' from it)
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THE MATRIX (A series of single missions)
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Metal Heart is right, AgentJonathan. And some things just can't be done 'outside' the script e.i. thru the Mission Editor. If you don't have the intention to learn scripting, then I think you should adept yourself, and to lower a bit your 'demads' and expetations about certain things and events in your missions. -
Getting Rid of Partly Empty Mags
karantan replied to -Variable-'s topic in OFP : MISSION EDITING & SCRIPTING
You get a bit confused,,,by/with what? With that that the first magazine you drop is not always the one with the smallest number of bullets? Well, in such case obviously the answer is no. Â -
You get a bit confused,,,by/with what? With that that the first magazine you drop is not always the one with the smallest number of bullets? Well, in such case obviously the answer is no. Â
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Getting Rid of Partly Empty Mags
karantan replied to -Variable-'s topic in OFP : MISSION EDITING & SCRIPTING
I don't think they can be ridded off on the way you want. Well, why don't you check/try it? Wrong thread btw ... -
I don't think they can be ridded off on the way you want. Well, why don't you check/try it? Wrong thread btw ...
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It should land, unleas there're some 'obsticles' on the ground (threes, houses ...) or something, but it should land ... But as I said, flying AI is sometimes really ... Make a trigger: - Radious: 250 - 500 m (adjust it to your needs) - Side: apropriate side - Condition: choppername in thisList - On activation: choppername land "land" You can use invisible H (landing pad) to help and to 'tell' the chopper where exsactly to land.