niki
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What you cant see above is the name of the player. here is: It has something to do with the underscores I think
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Hi there! When I startup my dedicated server I notice a SERVER player to be the first to connect - witch is pretty meaningful. I was wondering about this - can I use that player for scripting? Is there any way to access the SERVERÂ conditions or attributes? Can I check if the SERVER is a local object or not (instead of creating the server game logic)? (The SERVER player has 2 underscores infront and behind)
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Ai chopper pilot and firing manually
niki replied to chartier's topic in OFP : MISSION EDITING & SCRIPTING
Hi there! The CamCreate command somehow disables the AI for spawned units. Instead you should create a 'real' gunner in the editor and use MoveInGunner when he should fire + SetPos when he should be removed from the gunner seat. You could place him somewhere remote, so nobody accidently will see or kill him ... -
Hi! The Alive command is according to the official commandreference NOT capable of running on a group, only a soldier, vehicle or building. So you have to check each truck specifically, like this: ((!Alive truck1) && (!Alive truck2) && (!Alive truck3) && (!Alive truck4)) Thats all I can think of right now ... hope it helps!
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Hi all! My new mission in multiplayer somtimes fails to run script activated by init-field of the players. Does anyone have had this problem? In the init-field of all players are: [this] exec "equip.sqs" The script gives the player a new loadout ... and works fine in single player, but not in multiplayer ... anyone?
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Hi! Yeah! OFPEC made an unofficial commandreference guide. You can find it here: OFPEC Comref
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Player names appearing in intro...
niki replied to nordin dk's topic in OFP : MISSION EDITING & SCRIPTING
Hi nordin_dk! Hint: When you use the chat command, the playername is revealed! I don't know if that works but maybe it could bring you closer to a solution??!? Example: wplr1 GlobalChat "I'm in the blue corner" - where wplr1 is the objectID handle for the unit Happy editing - from one dane to another -
My 100th post - it's a spam!
niki replied to ralphwiggum's topic in OFP : MISSION EDITING & SCRIPTING
Hi! All scripts are running on the game host as far as I know. The result of a single script should be unique, because you can't have multiple results of a script distributed to every client - that would make multiplayer-mode impossible to handle! Summary: Scripts are running on the game host. ... so your random number would be generated by the server! -
Hi! Some help: 0. Remember to switch to Advanced mode in OFP Editor 1. Create a mission and place a soldier (Black Op) on the map 2. Save the mission as test 3. Alt-Tab out of OFP and start windows explorer 4. Go to the directory <OFP_installation_dir>\user\<yourname>\mission\test 5. Right-click white-space select 'new' textdocument 6. Rename to equip.txt 7. doubleclick equip.txt (this should bring up notepad) 8. Write the following: _plr = _this select 0 RemoveAllWeapons _plr _plr AddMagazine "G36aMag" _plr AddMagazine "G36aMag" _plr AddMagazine "G36aMag" _plr AddMagazine "LAWLauncher" _plr AddMagazine "LAWLauncher" _plr AddMagazine "LAWLauncher" _plr AddWeapon "G36a" _plr AddWeapon "LAWLauncher" _plr AddWeapon "Binocular" 9. Save and exit 10. Rename equip.txt to equip.sqs 11. Alt-tab back to OFP 12. Edit the soldier you added in step 1. 13. In the init-field write: [this] exec "equip.sqs" 14. Hit preview ... and ... WOW! Hope you get it!!! The script should first remove all weapons from the player and then equip him with Binoculars, a G36 and a LAW + the corresponding ammo. When you create missions you can call that script for every soldier you want to have this configuration by adding the line in step 13. If what I wrote doesn't work (I'm don't have my OFP scripting library with me) email me ...
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Hi! Help wanted! A neat feature in my new script would be to obtain the Object ID from a launched missile from a player or AI controlled character. Is there anyway this can be done? I can do a camcreate command and then obtain the object handle of the missile, but what if I wanted the object handle of a missile that has been fired by a character? Allso - is it possible (with scripting) to use the ingame missile guidance system on a rocket spawned with camcreate? The only solution (as I see it) is to have an AI character target a vehicle and then command a DoFire. Is there another way? Someone made a guided missile script at OFPEC, but that is NOT an option. Its slow and takes up my CPU-time and the resolution for changing the missiles position is far too low - I guess it has something to do with the CPU-time given for executing scripts - that's why I want the ingame missile lock. (Don't get me wrong! The missile script is a very clever script, and I admire the person who took his time and wrote it!) Anyone?