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Everything posted by pazuzu
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Oh are you using an addon unit? If so, just look in the config and find the class name for the bandage and add it to unit. You'll have to dpbo the addon to find config file.
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That command shouldn't take the medic ability away. Its not a weapon or magazine, its part of the units config. I have a good firstaid script that I got from ofpec(which is down right now). If you want me to send you this give me your email.
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You could do it by Radio trigger.
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Thank you, that should work nicely...
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Is there a way to detect if a vehicles engine is off or on? Or if a vehicle is moveing or not moving? Thanks.
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If you have your chopper fly that high it wont pass through its Waypoint. You have to get it to fly lower through the waypoints. I suggest using a trigger to call the eject script and also to change the choppers "flyinheight". Waypoints are undependable. ofpec is down right now so I cant refer you to a Halo script there but if you want to give your email address I'll send you the best Halo script I know of, "Real Halo" by Toadlife. I'll send the demo mission with the script so it will be easy to see how its used.
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You need PBO V1.5 Decryptor by Amalfi http://www.opflashpoint.org/downloads/maptools/pbo_decryptor15.zip This opens the pbo file and you end up with mission folder so you can edit.
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JW is talking about using variables. When you use a variable you should first declare the variable as false in your init.sqs In your init.sqs type: A1=false Then the variable "A1" is known to the game and has been declared false. Then you'll be able to declare it as true in a trigger and then use it as condition for the other trigger. For Base firefly: [West, "airbase"] sidechat "your text" For Papabear: [West, "HQ"] sidechat "your text"
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I just learned recently that mines dont behave like standard objects in that they won't respond to most commands. So if you try to name a mine and then setdammage 1 it wont work. But there are some good scripts out there that can create explosions with the option for different shell types.
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You make a Hint like this: In trigger or script you type: Hint "your text here" Â and you will hear the ping sound when the Hint appears. To have text come from leader just name the leader then type this in a trigger or script: Leader sidechat "your text here" You can also use the commands: globalchat and vehiclechat but sidechat is the most common. Everyone on that side will see the message. If you refer to the comref you'll get alot of your answers there. Edit: http://www.flashpoint1985.com/docs/comref_102002/data/comref.html
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Try using "Grouplink 2" script by Keycat. It makes the AI very smart. They can call other groups for support, they can call for arty, they will hunt you, they throw smoke & fire flares when they need to. Best script I've ever used. Only for res though. The messages in bottom left are either sidechat, vehiclechat or maybe global chat.
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"Real Halo" by toadlife is the best I know of. Its much better to group as many units as you can or you can end up with a laggy mission especially if your doing a large beach landing. Refer to the Comref for the commands you need to get your groups to behave. Its better to learn how to do that than resort to having a bunch of individual units. I dont know where you can get the Real Halo script right now unless you want to give your email address and I can send to you.
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Hi, I'm using a script I got from the editors depot (AI vehicle respawn by Doolittle). I wanted to use it for planes so that the planes would respawn in the air if possible. How would I do this? Here is the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">requiredVersion "1.91" ? not local Server : exit _obj = _this select 0 _pos = getPos _obj _dir = getDir _obj _type = typeOf _obj _group = group _obj _crew = [] "_crew = _crew + [typeOf _x]" forEach crew _obj "_x addEventHandler [""Killed"", {(_this select 0) removeAllEventHandlers ""Killed""; deleteVehicle (_this select 0)}]" forEach crew _obj #clear _t = 0 #alive ~3 ? not alive _obj : _delay = 150; goto "notalive" ? fuel _obj == 1 : goto "clear" ? count crew _obj != 0 : goto "clear" ? _t == 0 : _t = _time + 110 ? _t > _time : goto "alive" "_obj removeMagazine _x" forEach magazines _obj _obj setFuel 0 _obj setDamage 1 _delay = 10 #notalive ~_delay deleteVehicle _obj ~1 _obj = _type createVehicle _pos _obj setDir _dir ? count _crew < 1 : goto "clear" Soldier = [] _crew select 0 createUnit [_pos, _group, "Soldier = this"] Soldier moveInDriver _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 2 : goto "clear" Soldier = [] _crew select 1 createUnit [_pos, _group, "Soldier = this"] Soldier moveInGunner _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 3 : goto "clear" Soldier = [] _crew select 2 createUnit [_pos, _group, "Soldier = this"] Soldier moveInCommander _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] goto "clear" Thanks.
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READ THIS!!! Speed problems
pazuzu replied to Russian aviator's topic in OFP : MISSION EDITING & SCRIPTING
Have you tried the Nimitz carrier? I don't understand why you want a plane to taxi at a certain speed? Are you just trying to get it to take off? If so, you just have to place the plane on the taxiway and I'm not sure but I think the AI always want to go south on the taxi then take off north on the runway. This would be the case on the standard BIS islands but some custom islands don't have their airports set up to launch planes. -
There's a script called "toughunit" over at ofpec editors depot. I think its by snYper.
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Also set their formation to "column" and have their speed set to normal.
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Delete all crew and cargo of an aircraft
pazuzu replied to madmedic's topic in OFP : MISSION EDITING & SCRIPTING
Just name all the paratroopers too and use the deletevehicle command... -
Make a variable for each objective. Activation field in objective trigger: "1" objstatus "done"; obj1=true Do the same for all 6 objectives and in the trigger you want activated after all objectives are done you put this in the condition field: obj1 && obj2 && obj3 && obj4 && obj5 && obj6 Its also a good idea to declare the variables in your init.sqs So type this in it: obj1=false             obj2=false             obj3=false             obj4=false             obj5=false             obj6=false
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Delete all crew and cargo of an aircraft
pazuzu replied to madmedic's topic in OFP : MISSION EDITING & SCRIPTING
If you have vehicles with crew already inside then you just Name the vehicle and for the crew you use the same name as vehicle but add D for driver, G for gunner or C for commander. Example: deletevehicle tank_1; deletevehicle tank_1D; deletevehicle tank_1G; deletevehicle tank_1C This will delete the tank and the crew. -
Stay you darn helicopter
pazuzu replied to Nightjay0044's topic in OFP : MISSION EDITING & SCRIPTING
When aircraft fly that high they have a hard time going through their waypoints. Try a lower flyinheight setting -
For every objective create a variable. In the activation field of 1rst obj put: obj1=true And for the 2nd obj: obj2=true and so on... In the condition field of end trigger put: obj1 && obj2 && etc So all objectives have to be met. Its also a good idea to declare the variables in your init.sqs as false.. obj1=false obj2=false And then the triggers will make them true. Hope it helps.
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If you mean you want the enemy ai to be less accurate in their shooting, I read a neat trick for this in a comment for the setdammage command in the comref at ofpec. This is what General Barron had to say:
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Ya I always wondered if anybody made a list of these sounds with a short description for each?
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Xcam is a very usefull tool to use for testing missions. ftp://www.gamezone.cz:8021/ofpd/utils/XCam-english_V1.rar
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I've never done this before but here are a couple links that may help you. There is a script on this page called 'Become leader' by THobson : http://www.ofpec.com/editors....chopts= & this is just from the comref...it tells how to remove unit from group: http://www.ofpec.com/editors/comref.php?letter=J Hope this helps.