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mireazma

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Everything posted by mireazma

  1. mireazma

    4, follow 2!

    I've looked trough the commands menu and couldn't find this. There should be somewhere... I think it's the corresponding for "commandFollow" in the script.
  2. I've read in the faq about creating a unit with parachute; however, I play not as a pilot and want to eject in mid air, and my squad, too. So, can we have parachutes?
  3. I'm at the end of my first OFP scripting "project" - group members conjoin/disjoin (hey, stop laughing). I've got a little problem. Currently I can conjoin enemies too and when I actually did it, the enemy was in my squad and listened to my orders XD. However, the others seemed not to trust him and shot him dead. I want to know whether the east leader can conjoin only east soldiers and west only west. For this I thought I'd need an action for a soldier to appear only to others from his side.
  4. I guess the action would still be available for everyone. It's just who creates it that's decided in the code.
  5. mireazma

    how do I report my location?

    Thanks both. i wanted to do it with game default resources... @ Kendo: To be honest, I haven't tried the CE lite yet (I'm sorry...). I was too attracted by the idea to create my first OFP modification... I promise I'll try it asap.
  6. mireazma

    4, follow 2!

    Thanks. I (half) made some scripts to "enroll" or "dismiss" individual soldiers in and from the group. This way from a platoon, each of us - me and my friend, can pick who we like and exchange them ingame. Just now I'm working at when to appear and when not to appear the actions on the soldiers. I just wanted to know whether I could skip the scripting and do it by the means of the game itself.
  7. mireazma

    4, follow 2!

    Man, thanks, I know the color teams. So, I assume it's not possible what I want. How to explain it more clear... I play very much multiplayer so I want to have one officer (me) and to give a few soldiers to another soldier under my command; that sub-officer would be a friend. So, I get rid of few soldiers and my friend gets them to command them however he thinks appropriate. I've seen this in a single player mission (can't recall its name), where the group just split into 2 distinct groups. It's the mission in which you can't win and you get caught but not killed. Later on in that mission you watch through the binoculars and say: "Oh, my God! everybody's dead" and later - "don't shoot, don't shoot". But what am I doing? So the leader officer said "# follow #" and I had to stick with an officer's subordinate...
  8. mireazma

    OFPN Tutorials

    Regarding the tutorial 2 CTF, I'd like to know how to make the mission begin (intro) like any other mission by default: start in map with briefing and only after that start the actual game. Thanks. EDIT: It works now.
  9. mireazma

    4, follow 2!

    I ment if I can issue this kind of order: If I want 3 soldiers to follow let's say soldier2 so that I create a formation with its own leader and wherever I move the leader, the sub-group follows. Thanks.
  10. I want to create a crate and fill in with exactly what I want, certain weapons and certain magazines. Apparently I'm not allowed because either the weapons don't appear, or other weapons appear, or errors occur. To be more precise, I have: 1. Weapon crates not containing weapons Crate_wpn_E.sqs which is execed from init line of a weapon crate east: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this AddWeaponCargo ["AK47",3]; this AddWeaponCargo ["HandGrenade",10]; this AddWeaponCargo ["RPGLauncher",2]; this AddWeaponCargo ["SVDDragunov",1]; this AddWeaponCargo ["SmokeShell",10]; this AddWeaponCargo ["SmokeShellGreen",10]; this AddWeaponCargo ["SmokeShellRed",10]; this AddWeaponCargo ["Pipebomb",10]; this AddWeaponCargo ["Timebomb",10]; this AddWeaponCargo ["Mine",10]; this AddWeaponCargo ["Binocular",3]; Instead, I find tokarev and skorpion! 2. Ammo crates not containing magazines The same thing happens with an ammo crate east that exec Crate_mag_E.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this AddMagazineCargo ["AK47",10]; this AddMagazineCargo ["HandGrenade",10]; this AddMagazineCargo ["RPGLauncher",10]; this AddMagazineCargo ["SVDDragunov",10]; this AddMagazineCargo ["Pipebomb",10]; this AddMagazineCargo ["Timebomb",10]; this AddMagazineCargo ["SmokeShell",10]; this AddMagazineCargo ["SmokeShellGreen",10]; this AddMagazineCargo ["SmokeShellRed",10]; this AddMagazineCargo ["SkorpionMag",10]; this AddMagazineCargo ["BizonMag",10]; I find in it only hand grenades... 3. Error: this AddMagazineCargo ["G36aMag",10][#]; type bool, expected object This happens in several ammo crates that executes similar sqs. I've noticed that every error is related to the last line of corresponding file. In this case, I have: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this AddWeaponCargo ["G36A",1]; this AddMagazineCargo ["G36aMag",10]; in an ammo crate. Can I mix weapons and magazines in the same crate? Maybe it has to do with room in crate? I've read that if there's no room left in a vehicle, weapons / magazines are omitted. I thought it goes with the crates, too.
  11. I and my friends like this mission - Capture The Flag on Everon. But I want to edit it. When I unpacked it with WinPBO, all the files are good except for the sqm, which when I open in notepad shows square-letters mixed with normal letters. Is it supposed to be coded, un-editable?
  12. I said thanks so many times that I could add it to my sig
  13. mireazma

    addWeaponCargo

    Thanks both of you. I thought that by executing an external file would be just like the code in that file was written in the init line of the calling object (like inline functions in C++ ) EDIT: It gives me an error: <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;|#|' error select:type object, expected array
  14. Can somebody tell me what do I need to implement a formation area (tight / normal / loose (scatter)) into "formation" menu in squad commands? Do you think it's possible in the first place? It would really improve playability.
  15. I want to have resistance soldiers (friendly) scattered on the map. Whoever from west finds a soldier adds him to his group. I think I need: - a trigger (only one or one for each soldier?) to check if a res soldier detected any west "enroler". Detected works in the editor only with trigger place not with units. So how can I work it out? - assuming the trigger condition works, there's the "on activation" problem: instead of "[soldier1] join bravo", both soldier1 and bravo vary. Let's say I put a trigger for each west group and eliminate the bravo variable but still remains soldier# variable. Should I use "_x" somehow? EDIT: it's neat to walk close to each soldier and use an action like "subjoin". But how do I make an action for an entire class of objects? E.g. make this action available not for all, not for a single soldier; only for, let's say, west engineers.
  16. When I play OFP in mp and somebody respawns, his dead body remains where he died. This can be very annoying: 1. As I empty a magazine on a dead, while I let everybody know my position. 2. I end up with lots of bodies scattered on the map. Does anybody know a solution for this (besides respawn=0)?
  17. Sorry for dwelling on this matter Can I "bypass" the trigger method? I wouldn't like to make a trigger as large as the whole map. Couldn't I just put the code in the init.sqs? After all, I don't need a condition to trigger. I want to execute the addaction anyway. I'm zero at script syntax but I hope you know what I mean. Much like this : In the Init.sqs creating an action for an array. The array contains all men. If such an array doesn't exist by default, I would create it by naming every man like "100", "101", "102" ... "199", "200" or simply using their id's and then define the array not by its elements but by its properties - id range: "_x>99; _x<201" Then,<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> foreach (object _x) _action1 = _x addaction ("bla","bla.sqs") Again, I hope you know what I mean...
  18. It works! But what if I want to make an action for all the soldiers? Do I have to make a map-size trigger? There has to be a generic object, like man, vehicle or building. In Init.sqs I'd use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{[_x] exec "addaction.sqs"} foreach units man or even simply: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">foreach units man addAction ["bla","bla.sqs"] Please, tell me it's possible.
  19. Pretty smart. I think the countType is a must... One more thing: the "disjoin" action is not finished yet; when I let the unit free, it does this by joining an one man group; now, every single unit which apparently doesn't belong to a group, I think it actually does. What's the default group for such units? I tried his own name but didn't work. Also tried grpNull with the same result.
  20. Super! - the "thislist" thing. I bet it has lots of uses. Thanks. In the edit I was trying to find an alternative for adding the res soldiers to group. I thought of using actions which have some advantages: - You can actively ask soldiers to join, not just stick to you when they see you. - You have to be close to each one, which is a good thing - No need for triggers. I've done the "conjoin" action and works as expected. There's also an opposite action - "disjoin", if you want to let one of your men free. Only that I'd very much like to be able to use the action only on specific soldiers. Now this question arises: Can I make a class (or an array) which contains, let's say, all rpg soldiers? generically speaking. The idea is to have a specific action for rpg, another for engineers and so on.
  21. I'm not making missions for long time (a few basic ones till now). So, I know I can make a loop wp. I know there's a switch but I can't find it in the editor; plus how do I resume to the loop? EDIT: Is there a 'switch' in OFP, or is it in ArmA only? Possible alternative, lame (pls tell me how to): change the type of the last wp (from 'cycle' to 'move') in a trigger's 'on activation'
  22. mireazma

    Wp loop brake and resume

    Thanks. Yeah, that's what I was talking about.
  23. I know I've posted several threads these days but when I'll know for myself, I'll help others, too. I have put in a "present" trigger: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Vip join mireazma and I linked mireazma (player) to the trigger. When the trigger triggers, an error shows up: join:object expected: array. I've tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Vip join player and also I put in player unit init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> mirgrp=group mireazma and put in trigger <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Vip join mirgrp
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