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Everything posted by pazuzu
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I've been getting this error with jam3: config.bin/cfgweapons.jam_ak47mortar Any idea why this shows up? Or how I can get rid of it? Thanks.
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Animated Markers by General Barron http://www.ofpec.com/includes/download2.php?id=880
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Packing up stationary machine guns using scripts
pazuzu replied to mrcheetos's topic in OFP : MISSION EDITING & SCRIPTING
I saw a script once that let a player pick up an MG and deploy it elsewhere. It worked in 1.46 too. The MG would disappear when player picked it up but an option in action menu would appear to deploy it. I cant find the script right now but I think I have it somewhere. You might try ofpec editors depot: http://www.ofpec.com/editors/browse.php?browsewhat=2 -
Well I just put it in the mission I'm making and it works fine. If you want to send me your mission I could set it up for you. pazuzu9@cox.net If you have msn my username is huxley521
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It goes in the init.sqs
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Did you put this in the init.sqs? []exec "xcamkonsole\xcaminit.sqs" exit
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Are you sure you copied all the files to your mission and all the markers in the demo and paste them to your map?
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2 questions regarding scripting + respawn
pazuzu replied to SHWiiNG's topic in OFP : MISSION EDITING & SCRIPTING
spawnman2 + AI UPDATE by Spankmeyer Ge it at: http://www.ofpec.com/editors/browse.php?browsewhat=2 -
easy paradrop script?(NOOB!)
pazuzu replied to victimchild's topic in OFP : MISSION EDITING & SCRIPTING
You can just use the command: soldierOne action ["eject", vehicle soldierOne] Or go to: http://www.ofpec.com/editors/browse.php?browsewhat=2 Some nice and very easy to use paradrop scripts. Also Halo scripts if your interested. -
Ok, thanks. I finally found the demo so I'm all set... Thanks for replying.
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Could you please give me an example of what you use in this line?: [Center, Intensity, Burn Time, <Object>, <Damage Time>, <Object Array>] exec "fireEffect.sqs" Thanks.
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Hmm, I tried the script you found but I keep getting an error... How do I call the script?
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I have a script from an FDF mission by Medicus for a nuke explosion. If you want to give me your email address or msn name I can send to you. I'm not sure if Medicus made this script but you might want to ask permission to use...
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How do I have screen blacked out right at beginning of mission? I tried using: titlecut ["","BLACK out",2] in the init.sqs But there is a short delay as it goes to blackout so that mission area is visible for a moment before it completely blacks out. I want it to be black right from start just for a few seconds. Thanks.
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Oh ok, I never tried puting a huge number in like that... I'll test it. Thanks.
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I'm making a mission where I want players to start already in the air Halo jumping. I'm using toadlife's real halo script. The script detects players ejecting and then gives option to deploy chute so I can't just setpos units high up in the sky to start them on their jump. No units will have option to deploy chute. So to get around that problem I put every unit in a parachute for just a split second and then eject them and delete chute. This works great when I play by myself. Me and all the AI are falling from the sky at start of mission and there is option to deploy chute(Just what I wanted). The problem is when I test with real people playing. The real players start on ground. I'm using movein and setpos commands in the init.sqs This is what I have: playsound "sound1"; p1 moveindriver c1; p2 moveindriver c2; p3 moveindriver c3; p4 moveindriver c4; p5 moveindriver c5; p6 moveindriver c6; p7 moveindriver c7; p8 moveindriver c8; c1 setpos [getpos c1 select 0,getpos c1 select 1, (getpos c1 select 2)+2700]; c2 setpos [getpos c2 select 0,getpos c2 select 1, (getpos c2 select 2)+2700]; c3 setpos [getpos c3 select 0,getpos c3 select 1, (getpos c3 select 2)+2700]; c4 setpos [getpos c4 select 0,getpos c4 select 1, (getpos c4 select 2)+2700]; c5 setpos [getpos c5 select 0,getpos c5 select 1, (getpos c5 select 2)+2700]; c6 setpos [getpos c6 select 0,getpos c6 select 1, (getpos c6 select 2)+2700]; c7 setpos [getpos c7 select 0,getpos c7 select 1, (getpos c7 select 2)+2700]; c8 setpos [getpos c8 select 0,getpos c8 select 1, (getpos c8 select 2)+2700]; [] exec "eject.sqs"; [] exec "halo.sqs" TitleCut ["","BLACK IN",15] (p1-p8 are players) (c1-c8 are the chutes) ([] exec "halo.sqs") is a seperate script to add titletext and delete chutes. Am I using the wrong commands or maybe just putting them in the wrong place? Thanks.
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I tried that and it doesn't start black right away. There is a delay before it goes completely black. I want this for the mission where players start in halo jump. The chutes I place the units in are visible for a second before they are deleted. I just want a few seconds of black to allow time for players to eject from chutes & have chutes deleted so it appears as though players are just falling right from start of mission. Thanks again.
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Starting Mission in halo jump.
pazuzu replied to pazuzu's topic in OFP : MISSION EDITING & SCRIPTING
Ya I moveindriver before setpos and your right that may be the problem. I'm going to try just the opposite. How would I create chute at 2700m? Thanks for the help. -
Starting Mission in halo jump.
pazuzu replied to pazuzu's topic in OFP : MISSION EDITING & SCRIPTING
Thansk for replying. I tried your cleaned up version of my setpos commands {_x setpos [getpos _x select 0,getpos _x select 1, 2700]} forEach [c1,c2,c3,c4,c5,c6,c7,c8] And that works perfect. Then I tried puting a 10 second delay before the eject.sqs and that didn't work. Real players still end up on the ground at start. I don't get it. I thought any command called in the init.sqs would be global... I'm going to try puting it in a trigger. Thanks again. -
Just Dpbo the addon and check config for ammo names. Then you probobly just have to use addmagazine command to load them back up. You should probobly check to see if guns are out of ammo too.
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Making AI snipers more effective
pazuzu replied to Major Fubar's topic in OFP : MISSION EDITING & SCRIPTING
There is a script at ofpec(which is down right now) that makes a sniper shoot in a more realistic way in that it slows the shots down as if the sniper were using a bolt action rifle. There is also another script that keeps the sniper moving to new positions. -
Oh I see....the mounted mags are more for addon makers than mission makers... Damn, I was hoping to get better sounds for the MG, Jeep with MG and other guns... Thanks for replying.
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I cant seem to get the "New Mounted Machinegun magazines, with HD versions. Ready to be used on vehicles" to work. Does this add jam3 mags to vehicles like the standard Jeep with machinegun? And with the jam sounds? I used the addmagazine and addweapon commands and got nothing. Great upgrade to this addon. I like it alot. Thanks.
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unit_name switchMove "FXStandSurDown"
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The Command Reference has all you need to do this. The setmarkersize or setmarkertype would go in the activation field of one of your triggers(Like an obj "done" trigger). Then new markers would show for next objective. You would have to use hidden objectives too. http://www.ofpec.com/editors/comref.php?letter=A