karantan
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Everything posted by karantan
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Usually Unload Transport in waypoint's Type can be used for such ocasions. Also note that the 'flying AI' is somewhat dumb, and can be sometimes a real pain to deal with/edit.
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Another Campaign screw-up
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
About your first post; go to OFPEC (http://www.ofpec.com), it's still like down (forum), but the Editors Depot is working, so go there, then click on Tutorials, and in Mission Editing section you'll find 'Campaign Description.ext for Beginners' from Charlie Howarth, it's a very nice tutorial, and there you have all you need to arrange your missions into campaign. About your second post (it could be just one post you know ); in general you're giving to little informations about your 'probs', and that's also the case here, so how that we wouldn't hesitate if the info is so obskure ... Â -
Another Campaign screw-up
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
@The-Architect To/with which person you're talking, The-Architect? -
Another Campaign screw-up
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
I'm asuming you're trying to be sarcastic there Metal Heart... You see, I do understand that everybody which do some mission for OFP don't have the time, or the will, or they don't feel the need do dive into the secrets of scripting. And because I do understand this, I'll not offer and confuse sombody with some script, which most probably will not understand. In other words; for that short common path of the 'journey' I will certainly not tried to put him behind the car's wheel if he don't know how to drive, this is not sensible to me, insted of this I'll try to adept and try to walk with him... -
Another Campaign screw-up
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Scripting eg scripts don't 'sux' dude,,,but I do understand that everybody can't be and aren't the 'experts' in scripting (neather am I), so I try to adept to the 'specific' of the problem... Â -
Another Campaign screw-up
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
It actually working? I thought I messed it up   ... -
Another Campaign screw-up
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Man you're complicating, but I know how it is if you don't 'like' the scripts. It's hard to help directly from and in the Editor you know   ... In every of those counting triggers put in On Activation field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">kill_me = true and in that waypont in Condition field kill_me intead of true. And you don't need the sync and to erase the counting triggers anymore, so you can remove those deleteVehicle commands now. -
Another Campaign screw-up
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Name those counting triggers. In that End trigger of yours in On Activation field put a commands to delete all those five counting triggers (or the trigger which is relevant) to prevent the Spetz Natz to kill you: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deleteVehicle triggername5; deleteVehicle triggername4; deleteVehicle ... I hope this is what you need. Â -
loony, the first picture (with mgun) is superb.
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Another Campaign screw-up
karantan replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
No no no, I like to watch them. The many the better; if there's many of them in the row(s) and I watching them for a while, I don't need to drink that evening. Otherwise do as dudes above tells you. -
No it's not, how you can say something like this, I'm very interested on the theme, I think such thread is a must... Typical bitchin' of a fanboy. Just jokin', no hard feelings Klavan mate.
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Well, I tried it with the standard BIS units, and there's no such anim; when in safe or careless the units are holding the weapons in the hands, not on their back. Or I am missing something?
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About GRAA light; the aware stance is a bit,,,well,,,funny, it don't seems natural-it's too 'awared', also there's no 'weapon on back' stance; you could make/add it when the unit is in careless mode. Any chance for those anims to be fixed?
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moving an ammo crate using setpos getpos
karantan replied to filth's topic in OFP : MISSION EDITING & SCRIPTING
It should work. Unless,,,you don't have that new position. Or you didn't named the ammo crate. You've named the ammo crate (ammocrate1), and you've placed a trigger to that new location and named it (newposition), right? -
ECP question.ECP thread is locked, posted here
karantan replied to stingfish74's topic in ADDONS & MODS: COMPLETE
Well, the alternative execution <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{if (not (_x in (crew _x)) OR "Man" countType [_x] == 1) then {[_x] call (ECP_resources select 30)}} forEach thislist instead of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">thislist call (ECP_resources select 30) eliminate at least some issues with the editor's objects, but not all of them. Thanks Sanctuary for the info. @Chops With me HYK (v1.53) is working fine, so I doubt the reason for the CTDs is the/this addon. -
ECP question.ECP thread is locked, posted here
karantan replied to stingfish74's topic in ADDONS & MODS: COMPLETE
Unfortunately and as it seems ECP just don't like some (addon) units when ECP effects are initiated on them; for instance, ECP 'likes' the Combat! humwees, except for the TOW one... But I'll also bring to your intention that ECP also don't tolerate some objects from the Mission's Editor like barrels, pallets and the furniture... -
Just DL-ed GRAA light (thanks for it  ). Great job Sanctuary, as always. Â
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Yes, this is the easiest way to find out the weapon's and magazine's classnames; do as SevenBEF is suggesting, and you'll get the weapon's and magazines's classnames in form of hint. BTW, for which weapon C4 stands for? As I know this is a name of a plastic explosive. Is this just a typo and you mean the M4 rifle?
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Are you talking to me? If you do then you've totally missed who's been lazy here.
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simple question PLEASE HELP!
karantan replied to wenker's topic in OFP : MISSION EDITING & SCRIPTING
To make an objective insert this after/bellow the briefing text in plan section of mission Briefing: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> <p> <br> <a name="OBJ_1"></a>Objective text here. </p> <hr> The Objective can have different statuses; "done" - is ticked as done, "failed" - is ticked as failed, "hidden" - the objective is hidden - not visible in the mission Plan, "active" - the objective is active - makes objective visible in the mission Plan; usable only when the objective is previously defined as hidden. To set the objective status; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"1" objStatus "done" The number is the objective number (first objective in this case). There're various of ways how to end the mission, it really depends on the nature and the type of the mission's conditions. In case when all objectives must be done to end the mission is best to use variables. -
If the person don't like the titles, and he would like to avoid them/be without them, should he 'ask a Mod' about it when the time comes?
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It would be nice if you would provide the links to those addons ...
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Another irritating problem
karantan replied to Flingotravels's topic in OFP : MISSION EDITING & SCRIPTING
If the 'contence' of the radius is filled with the objects (buildings, trees, fences...), then the places where the units can go can be lowered, sometimes to the one single point. But in your case the units are going on exact center of the waypoint, so this may be not the case here. As you said there is no reason this shouldn't be working. Try it on empty map (on Desert island) to see, if you get the same (negative) resault. -
Every BAS addon that I'm awared off have a readme, where also the classnames of the units and the weapons/mags are listed (where is needed). PM me for which addon unit(s) you need the classname(s), and if I have the addon I'll PM them to you.
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RemoveMagazines can be used on units, not on objects/vehicles. You must clear all the weapons and magazines from the cargo space of the ammo crate(s), or you'll just add a new set of magazines and weapons to the original/already egsisting one (therefore the handgrenades are still there). As I can also see the crate's cargo is the same in all three cases, so it's easier to make one separate script for all of them. Give script a name (let's say 'ammo_crate'), and run it from the crates' Initialisation field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "ammo_crate.sqs" Here is the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _crate = _this select 0 clearMagazineCargo _crate clearWeaponCargo _crate _crate addWeaponCargo ["HK", 10] _crate addWeaponCargo ["M16", 10] _crate addWeaponCargo ["G36a", 10] _crate addMagazineCargo ["HK", 30]; _crate addMagazineCargo ["M16", 30]; _crate addMagazineCargo ["G36aMag", 30]; exit