nindall
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What about WW2? Vietnam? Voluntneers? Draft? Everything isn't Iraq. It's an exception. The following is taken from - http://www.ppu.org.uk/learn/infodocs/st_conscription_l.html A little history about conscription in the UK with an emphasis on provisions for 'conscientious objection'.
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Button image in description.ext
nindall replied to Pennywise's topic in OFP : MISSION EDITING & SCRIPTING
You could use a blank button with a picture placed behind. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RscPicture { access=3; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="tahomaB24"; sizeEx=0; }; class RscButton { access=3; type=1; style=2; w=0.16; h=0.06; colorText[]={0.08,0.08,0.12,1}; font="tahomaB24"; sizeEx=0.02; default=0; soundPush[]={"ui\ui_ok",0.2,1}; soundClick[]={"",0.2,1}; soundEscape[]={"ui\ui_cc",0.2,1}; }; class ButtonPic { idd=-1; movingEnable=false; controlsBackground[]={"Pic"}; controls[]={"Button"}; class Pic: RscPicture { idc=-1; x=0.475; y=0.475; w=0.05; h=0.05; text="ismg.paa"; }; class Button: RscButton { idc=-1; x=0.45; y=0.45; w=0.1; h=0.1; text=""; action="closeDialog 0"; }; }; -
So using cluster bombs isn't illegal! Targeting them, like any indiscriminate weapon, near civilians is. What about the Fourth Geneva Convention 'for the Protection of Victims of War'?!
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Who says so? What the hell did he think would happen?!
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Check out the BI Wiki comRef! Specifically the setMarkerColor command.
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player addMagazine "LAWLauncher"; does not work!
nindall replied to MulleDK13's topic in OFP : MISSION EDITING & SCRIPTING
hmmm, i can't see any errors in your script then! After the script has executed does the ammo show up in the 'gear' section of the notepad? -
player addMagazine "LAWLauncher"; does not work!
nindall replied to MulleDK13's topic in OFP : MISSION EDITING & SCRIPTING
You're passing a string to the script - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"law" exec "buy_magazine.sqs" then trying to access it as an array - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_magazine = _this select 0; You can either change the first line of your script to - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_magazine = _this or probably a better option (To make it easier for others to understand/use.) pass the arguments to the script in an array - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["law"] exec "buy_magazine.sqs" -
object returned as string!?
nindall replied to combat-agent's topic in OFP : MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_p = format["swag%1",rWagonname] [_p] exec "/scripts/supplycheck.sqs" Switching these two lines around should work. To check if the unit is alive you can use either '!(alive _1)' or 'getDammage _1 == 1'. -
..or better yet, subject to control orders.
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Yep, using setPos! (I guess you knew!) What is your code?
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You could use count and units... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? count UNITS groupName == 0 : some command; Exitor... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? count UNITS group unitName == 0 : some command; Exit Not that I know of, but it does get harder to spot mistakes!
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1. Either a land waypoint or the land command - 2. Don't really know, but I think it involves playMove!
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">object = "Type" camCreate Position object setDir 90 camCreate returns the object it created. The var object is like a name set in the editor.