mak90_2000
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Everything posted by mak90_2000
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i am looking for a script to use i want it to be able to be used on single units once they die, or ones in a group. once the unit dies i want a delay and then the body to delete and a handgrenade explosion where the body was or i guess the explosion then have the body delete anyone ever hear of such a script?
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Dead Unit Explode script
mak90_2000 replied to mak90_2000's topic in OFP : MISSION EDITING & SCRIPTING
never mind i got it. was messing with it for over an hour earlier, and after i posted the thread, i got it to work always happens that way -
greetings all i am trying to do my first solo script, and its not going to well. i have been using this forum and the command reference to help but i still cant get my AI units to do what i want i want solo AI units to stand up in a trench for a given time fire then lay back down. they will fire when standing in the trench, but not to the effect i want here is my script so far _unit = _this Select 0 #start dostop _unit _unit SetUnitPos "up" _unit setCombatMode "blue" _unit switchmove "CombatToLying" ~20.0 _unit switchmove "LyingToCombat" _unit SetUnitPos "up" _unit Fire [PGM_k98aB,PGM_maumag,PGM_maumag,PGM_maumag,PGM_maumag,PGM_maumag,PGM_maumag,PGM_maumag,PG M_maumag,PGM_maumag,PGM_maumag] ~20.0 ? (Alive _unit):Exit goto "start" they just lay in the trench now, i want the "whack a mole" effect as your team is running toward the trench any help would be great Mak
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in a good way it was nice to read all these posts. they seem to have brought back alot of old OFP memories. i actualy found myself grinning from ear to ear. I just got arma, have it patched up to i think 1.8 or something. its taking some time to get used to but i dont think it has the feel of ofp. i am still willing to give it a try, I started playing ofp back in the late 90s on a small COOP server called VetServer. Reading all your posts here made me think of all the good times playing coop and using team speak. what a blast. so thanks to all who posted here, you helped cheer and old man up
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1st time script attempt
mak90_2000 replied to mak90_2000's topic in OFP : MISSION EDITING & SCRIPTING
no i had put the ? (Alive _unit):Exit in to check if the unit was still alive ProfTournesol helped me with this and i now have the effect i want. i was just trying to understand how he made his work and mine failed. thanks tho -
1st time script attempt
mak90_2000 replied to mak90_2000's topic in OFP : MISSION EDITING & SCRIPTING
i'm trying to understand what is different from the script you have here, to the one i made. yours works! i want to be able to do scripts but i cant understand where i went wrong anyhow, great effect tho. need to spread them out a bit more, adjust the time to fire, and i think it will work good thank you my good man, for the help -
its fairly easy to do check the forum search first if you dont find the answer there, send a message i will walk you through it on how i would this way you dont offend anyone
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Adding sounds and musics from Offical campaigns
mak90_2000 replied to cobra5000's topic in OFP : MISSION EDITING & SCRIPTING
most of the sounds and music from the missions and the game, can be found in "effects" tab on any trigger. just add a trigger to your mission, and make the side your on as present, click the effects tab at the bottom and then choose your sound or music. or make a description file and add your own custom sound or music -
are you just looking to delete the plane, or make it reappear? if all you want is to delete the plane name the plane Plane1 in the activation field of your trigger type deletevehicle plane1
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1st time script attempt
mak90_2000 replied to mak90_2000's topic in OFP : MISSION EDITING & SCRIPTING
yeah I like the mod, except for the  NO ENTRY '.MODELSPECIAL'. error I get on the start of the missions. I give up on this script,  all they want to do is lay in the trench, I even ungrouped the men and made each one launch the script, I even raised their inelegance level.  now i get an error on the _unit= this select 0  line _unit = _this Select 0 #start {dostop _x;_x allowfleeing 0;_x disableai "target"} foreach units group _unit _unit SetUnitPos "up" _unit setCombatMode "red" _unit Fire,PGM_maumag,PGM_maumag,PGM_maumag,PGM_maumag,PGM_maumag,PGM_maumag,PGM_maumag,PGM_mau mag,P GM_maumag,PGM_maumag] ~20.0 _unit SetUnitPos "down" ~15 ? (Alive _unit):Exit goto "start" I think they are just lazy or they are cowards! muahahaha  j/k I will keep searching the forums see if anyone made a "pop up" script I can use i am just not cut out to make scripts, every several years i need to at least try -
hi guys just got the mod, is there a read me file with the class names and ammo names? any help would be great, i dont want to have to copy and paste the code line into every unit to get them
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Weapon/ammo names (inc. resistance)
mak90_2000 replied to Major Fubar's topic in OFP : MISSION EDITING & SCRIPTING
Greetings again looking for the weapon and mag class names for the WWI mod thanks -
Greetings all I recently have gotten back into ofpr after about 3 years, I can remember a lot of editing commands, but I cant seem to recall exactly how to set a final end trigger to go off only when a certain amount of objectives are complete. a lot of the resource files I used to rely on do not cover this, and it seems a lot of the ofp sites I used to use are no down and gone. I did the obj1flag=false command and etc in the init file, have them set for true once the obj is done, but would appreciate some help for the final end trigger command any help with this would be great, help an ole man out Mak
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i think it is either CombatRunF or combatsprintf try them in an AI waypoint with the switchmove see which one it is hope this helps
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this is taken from an old command reference manual Command : SwitchMove Description : Tells a unit to instantly move to a new character animation. Syntax : unitName switchmove "animation" unitName is the name of the unit to modify animation is the character animation to change to. See the Character Animations List for a list of possible animations. Example : aP switchmove "EffectStandSitDown" Appendix E : Character Animations Here are different character animations you can use with the playmove or switchmove commands. 5TCoDriverV1 5TCoDriverDead 5TCoDriverDying 5TDriver 5TDriverV1 5TDriverDead 5TDriverDying A10Pilot A10PilotV1 A10PilotDead A10PilotDying AH1Gunner AH1GunnerV1 AH1GunnerDead AH1GunnerDying AH1Pilot AH1PilotV1 AH1PilotDead AH1PilotDying BinocCrouchToCrouch BinocLyingToLying BinocStandToStand BinocToCombat BMPCommander BMPCommanderV1 BMPCommanderOut BMPCommanderOutV1 BMPCommanderOutDead BMPCommanderOutDying BMPDriver BMPDriverV1 BMPDriverOut BMPDriverOutV1 MPDriverOutDead MPDriverOutDying BMPGunner BMPGunnerV1 BMPGunnerOut BMPGunnerOutV1 BMPGunnerOutDying BMPGunnerOutDead Cargo CargoDead CargoDying CargoVer1 CargoVer2 CargoVer3 CargoVer4 CargoVer5 CesnaCargo CesnaCargoV1 CesnaCargoDead CesnaCargoDying CesnaPilot CesnaPilotV1 CesnaPilotDead CesnaPilotDying CivilDead CivilDeadVer2 CivilDying CivilDyingVer2 CivilLying CivilLyingCrawlF CivilLyingCrawlL CivilLyingDying CivilLyingNoAim Unofficial Operation Flashpoint Command Reference Manual http://www.concept-5.com/ofp/tutorials/CMREFv103.htm (85 of 99) [09/09/2001 09:50:59] hope this helps
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put this line into the video tapes init this setpos [(getpos this select 0), (getpos this select 1), 1] where the last 1 is the tapes height, then slide the tape over the table go into editor, preview and see if you need to lower it. if it needs to come lower try 0.3 etc etc for the height hope that helps
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omg i didnt even think of that, i would have been here for hours racking my mind to come up with the answer. yes now i feel like a total noob. thanks i do appreciate it
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I seen the title of this post as noob questions, so i figured why not i have a mission where i need an end trigger to go off once 4 objects on a map are destroyed. i have 4 bridges i want to be destroyed. but i do not want the mission to end untill all 4 a dead. i did the triggers for all 4, now once all 4 are done i get the objects done and ticked, but i need to know how to add the objs to one single end trigger, so peeps do not race to the last bridge in 10min and finish the mission. i tried the obj1flag and obj2flag etc command line i found in the editing faq, but it does not work. so any ideas would be great thanks
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Weapon/ammo names (inc. resistance)
mak90_2000 replied to Major Fubar's topic in OFP : MISSION EDITING & SCRIPTING
Greetings does anyone have the weapon class names for the FFUR 2005 and FFUR 2007 mods? thanks