nutbar
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Everything posted by nutbar
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Can you use the key word 'west' to refer to everyone on the West side? I'm not sure if it will work, but it's all I can think of right now... been busy doing lots of other things, no time to do OFP stuff.
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Never store a loaded weapon. When was the last time you bought a gun pre-loaded? Heh. Only time I've had issues with this 'problem' is when you redo a unit's weapons and give him a different gun, he has to load the first clip when he starts off. Otherwise this makes sense, you get a new gun from a crate, prepare to load a clip into it
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The reason the tanks don't follow the roads are because tanks don't have to They're one of the few vehicles that are meant as off-road vehicles. Trucks, Jeeps, etc, all follow roads, but armoured divisions don't. I never knew about the 'safe' feature, so maybe that changes their likeness to follow roads, but I've witnessed my tanks drive through water, blow up, and kill off half their crew because they went DIRECTLY to their waypoint - quite stupid and really pissed me off. So I did the billion waypoint thing, a pissoff, but they at least follow the road. Anyways, if you put the fence there, I don't think they know to lead out the opening. I think the 'road texture' on the maps is what they look for, not just openings. So unless you can edit the map terrain itself, I doubt the tanks will stop crunching your pretty white picket fence.
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Sounds like a nice idea, and I might use it Anyways, quick thought on this one could yeild something quite easy and small for even lots of patrols. You can make one trigger for the sync to the patrol waypoints for a "west detected by east" trigger, with NO COUNTDOWN. Set some var, like my_alarm = true when they are detected. Then, make a 2nd trigger that would detect if whoever knows about the secret ops is dead, the alarm is turned off (my_alarm = false). Use this for the check (you will have to sync all your groups with this trigger to, so 'list' works): "_x knowsabout West_Patrol > 0" count list this > 0 Argh... I can't think right now, but the idea is sort of floating in my head. If the condition is my_alarm and that stuff above, then I assume that 'list' will return empty or something for a dead unit, which means that if that returns more than 0, a unit is ALIVE and KNOWS about you. You can put for the on DEACTIVATION: my_alarm = false (on deactivation I think is what happens if the condition fails). Heh, work with what I have, I am sure you can come up with something. If not, I will give it a shot (definately like the idea) and if I get it working, I will tell you how. Enjoy.
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Soldier without any health
nutbar replied to Crazed Killa's topic in OFP : MISSION EDITING & SCRIPTING
Yeah, that will make him 'dead'. The reason he spawns in looking dead but not is just part of the game. I've had my team mates get taken down, take so much dammage they can't even hold their gun, but they're still alive. Worst part is when you respawn in as them, and can't even kill yourself -
Not to start a flame war, but RN Malboeuf, did you not see my first post stating that none of this would work, and that he'd have to use PHP if he were to try and use the original source? "PRFESIONALS REALLY lol I doubt you guys even know whats going on EMAILTO does work in a PFP since the Method=POST you guy make me laugh with your ignorant just add this but don't say where to add it posts!" Just so you know, I am not one of the ignorant folk, and I know exactly what's going on. I offered my help, but I'm not going to do this for free. Such is life.
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You can also use removemagazines (plural): this removemagazines "pipebomb" (removes all satchel charges) too bad we can't add amo to units like we can to cargo's, ["type", number of items], otherwise we wouldn't need to repeat addmagazine like 8 times to give someone 8 mags
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Hate to say it, but briefing/objective probs
nutbar posted a topic in OFP : MISSION EDITING & SCRIPTING
Ok, my briefing.html file shows up looking ok, but in my objective tags in my mission, when objectives get completed with "OBJ_1" objstatus "DONE", they show up on the screen saying objective was completed, but when I go to the map screen and look at my mission status, the objectives are still those black circles, not nice green check marks. I can't figure this one out... I hope to god nobody asks me to redo my briefing.html file, it took me 3 days to make it work! Hm, in my .html file, an objective is like: <p><a name = "OBJ_1"></a>blah... </p> <hr> Just so you know -
Hate to say it, but briefing/objective probs
nutbar replied to nutbar's topic in OFP : MISSION EDITING & SCRIPTING
Ok, sorry, didn't mean to make you post all that (didn't read it either). I'm a tool. I just re-downloaded the briefing.zip file and re-read it. What it says is the objective name tags MUST start with OBJ_ and then a number (recommended). Then you do: "<number>" objstatus "...". HEH! I was using the entire OBJ_<number> tag which was wrong My fault, sorry! -
Hate to say it, but briefing/objective probs
nutbar replied to nutbar's topic in OFP : MISSION EDITING & SCRIPTING
Hmm... I'm going to try it because I'm desperate, but you're closing an <a> tag that doesn't exist? Either the people who made the html parser have no understanding of html (eek), or this is a glaring bug that should be fixed... Let me test this now... noper, no workie. Here's what my entire mission section in the briefing.html file is: <hr> <p><a name="plan"></a> You'll start <a href="marker:Insertion">here</a> by your HMMWV. <br> <br> Move to the <a href="marker:Town">town</a> and seize control from the Russians. </p> <hr> <br> <p><a name = "OBJ_1"></a>Neutralize all hostile forces present in and around the <a href="marker:Town">town</a>. </p> <hr> <p><a name = "OBJ_2"></a>Take out any additional forces headed inbound, if required. </p> <hr> <p><a name = "OBJ_3"></a>Retreat to the <a href="marker:Extraction">extraction point</a> after completing your main objective. </p> <hr> Heh, please help, this is the only "bug" I have left in my mission! -
Oh and Rob, please, tell me that jesus.com or whatever is NOT really your webpage. If so, I do web design professionally if you'd like, My rates are quite reasonable, and I'd think I've got some talent. http://nutbar.chemlab.org/ Any further requests for web design assistance will cost ya Yep, that's right, I even charge Jesus... unless I could get in on a nice bubblebath with that Melissa chick there...
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Heh, Rob, there is no way to modify that submition form to send you an email buddy. It's using PHP which would do the emailing itself. Best you can do is TRY changing the post="..." to post="mailto:[email protected]" but that will not work. You need a special magic wand to make a submition form do anything neat HTML just displays data, it doesn't manipulate it :\
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shots fired to right of crosshair in 1.30
nutbar replied to Global Enforcer's topic in TROUBLESHOOTING
They are if you don't aim for the part of the body you want to hit Maybe this is just a video alignment issue after all, in which case there's no real way to fix it I'd assume unless there was like a "Targeting reticle calibration" thingy or something.. I dunno, I'm not a game coding genie, but I do know for a fact that for both me and my roommate, with different systems altogether, both our guns aim way off. -
Missing quotes around your objective names: name=objective <- wrong name="objective" <- right But don't listen to me, I got mine to be visually proper, but my friggin objectives never check off (no green check mark) when I set them to "DONE".
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Ooops! I see what you are doing! Yeah, you will have to change what you're doing there, get rid of the waypoint sync (no effect with Radio types). On the previous waypoint to the radio destination waypoint, put in the on activation field: group <name of group> lockwp true Then in the radio trigger's on activation: group <name of group> lockwp false Voila.
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What you really want, is your trigger type Radio Alpha, Name it "Give the order!". On the condition, make sure it's "this". Then for the on activation, just put your order to move thingy or whatever. The command shouldn't auto trigger at all. If it still is, might want to add a test to make sure only you give the command. If so, just make the condition: this AND (leader player == player).
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Not to sound dumb, but your problem was the semi colons in your condition test. You want AND's, not separate tests (they act as an OR... if it actually accepted it without an error of an invalid condition). Anyways, no need to test the fleeing thing, just do: ("alive _x" count units grp20) + ("alive _x" count units grp21) + ("alive _x" count units grp22) == 0 For your test. When everyone is dead, it triggers and voila. Programming skills rule!
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In case you're wondering how to do it as Commander: Make an empty truck unit, give it a name, like Truck_01. Put your players, group them like this in the Commanders' init field: Group_01 = group this Then, select the Commander, go to waypoint mode and double click on the Truck (the truck's type should show up, this _links_ the waypoint to the vehicle). Chose type GET IN for the waypoint, and in the Activation field put this: "_x in Truck_01" count units Group_01 == count units Group_01 Then make the waypoint to whever you wanna move to, then make another of type GET OUT Everyone will get out - IF YOU'RE NOT IN COMMAND! If you're Commander, as you would be in this example, you have to drive whever and order them to get out (like the others said, you call the shots if you're Commander). Hope this answers your initial question
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Online doc's say "ACTIVE" is another choice. I haven't tested it, but it says so :\
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Yes Spinor, that's what I was confused about Reason being is because the game auto-assigns groups, Alpha, Bravo, etc.. and I wasn't sure if it meant Radio Alpha would only trigger if group Alpha used the radio This info helps me eliminate a variable from being needed to test if the radio message was used or not Thanks
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Ok, this is more just a request for clarifciation... I have got a radio trigger to work, but I'm still not 100% sure HOW it works (I just copied it sorta from an official mission template). I noticed in the triggers you can have "Radio Alpha", "Radio Bravo", etc... but what do they refer to exactly? Do they each refer to a team/squad on the map (like if team Alpha uses the radio, use "Radio Alpha" to capture it?) or do they refer to the slots in the Radio, like the first slot is Alpha, second one is Bravo? I'm asking because I am not sure how you are supposed to detect different radio selections, like if you give the user 3 radio choices, how do you detect which one was selected?
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Ok, I got it working It was a combination of lockwp AND placing a waypoint ON the main unit (like as if you're creating a waypoint loop). I just init'd the unit to lockwp true, which by the way locks all waypoints AFTER the first one. Made the very first waypoint a move waypoint on the first unit, and did my condition, and on activation, it lockwp false on the group and presto. Thanks for the tips/ideas
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Ok, slightly annoying and hard to figure out since I'm new to this... but when do the waypoint condition tests kick in? To me so far, it seems they kick in once the unit arrives at the waypoint, rather than a more logical "IF the condition passes, THEN go to the waypoint". Â So far it's not a really big deal since I just place a waypoint with my condition tests right near the units... but for tanks and such, they waste fuel because they start their engines once the map loads. Â This isn't a good thing for a long mission - the tanks run out of fuel Is there any way to have a unit not move at all from the beginning until my waypoint conditions are met? Eg: M1A1 unit, 1st waypoint is to MOVE to a town (if my_alarm == true), then SAD as a 2nd waypoint. Â Normally the tank will go to the 1st waypoint, and then stop - only to SAD once my_alarm == true. Â I want it to not move at all, and then go to it's 1st waypoint if my_alarm == true. I sort of have this accomplished elsewhere, by placing an empty truck, and having a group of troops get in the truck only when my_alarm == true, so the truck basically can't go anywhere until the guys get in the truck... but then, that means they AREN'T acting the same as my tanks (the troops go nowhere until their 1st waypoint condition is met). Â I know this is true because I went in-game and watched them.
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shots fired to right of crosshair in 1.30
nutbar replied to Global Enforcer's topic in TROUBLESHOOTING
I can back up the accuracy thing, and yes, I do have a legal CD (so this is not FADE kicking in - err, it SHOULDN'T be anyways!). I have on MANY occasions tried sniping people from less than 500 meters away and missed horribly! I have my res at 1280x1024, so I can see stuff quite well, and I target them first, so it tells me their distance, and I even have this problem with people merely 100m away from me. With the M21, I notice that even if I've been crouched and not panting at all for minutes, I have to follow the target for like 5-10 seconds before I can get a good shot on him. Like if there's an enemy walking around, or even standing still, and I just whip my gun to him (in scope mode of course), and wait a second or two, and fire, it never hits him. This is REALLY frustrating when you're a sniper WITHOUT a silencer (you gotta add a silencer!) because you go for that head shot and miss terribly, then they all scramble I've even waited 10 seconds aimed at a dudes head and fired, and I miss. I find the sniper rifle the most annoying of all weapons, because it should be the most accurate, but I get better accuracy from my MP5 than I do with the M21! And if there are wind effects that I don't know about, they shouldn't be STRONG enough to deviate a bullet from hitting it's target 100-200m away - unless it's a tornado or hurricane or something, but then why doesn't the ENEMY have a hard time hitting me Thats about my only big problem with the weapons - some accuracy adjustments must be made :\ Issues with most of the rocket launchers too, don't seem to actually 'hit' their target, even though the rocket went straight for them. -
I've seen docs on this stuff... Download the breifing.zip thing from flashpoint1985.com, and look in the doc, it mentions something about type="hidden" or something in the first <a> tag of your objective.. it hides it from first sight. If that doesn't work, there is also: "OBJECTIVE_X" objstatus "HIDDEN" to hide an objective. You could put that in an init.sqs. Then, I think if you want to un-hide the objective, you do "OBJECTIVE_X" objstatus "ACTIVE"... not sure though, I haven't tried any of this yet. Just got it from looking at the online doc stuff.