toadlife
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Everything posted by toadlife
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Using scripts to dynamically add magazines
toadlife replied to Tanelorn's topic in OFP : MISSION EDITING & SCRIPTING
Once the magazines are filled back up, try removing the weapon that corrosponds to the magazines and giving it back right away. Might not work but it's worth a try. -
Request for new scripting command in next patch
toadlife replied to toadlife's topic in OFP : MISSION EDITING & SCRIPTING
Well I don't know if I should be happy or angry that you punkers hijacked my topic. At least you kept it on the first page for awhile. -
Simulating aa fire in the sky...is it possible?
toadlife replied to peanuckle_00's topic in OFP : MISSION EDITING & SCRIPTING
You could possibly use createvehicle to create an AA rocket and then use setvelcoity to send it up into the sky. -
I small request for the BIS guys - The following command would be nice to have (to return handguns): </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> tertiaryWeapon vehicle Operand types: vehicle: Object Compatibility: Version 1.?? required. Type of returned value: String Description: Returns name of vehicle's tertiary weapon (empty string if none). Example: tertiaryWeapon player<span id='postcolor'> Thanks!
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MP Respawn - respawn with Steyr
toadlife replied to Priest's topic in OFP : MISSION EDITING & SCRIPTING
It works with both player and AI. Even if a player diconnects from the game and the server takes control of the player's unit, the server will take over the respawn duties, and it will still work. -
MP Respawn - respawn with Steyr
toadlife replied to Priest's topic in OFP : MISSION EDITING & SCRIPTING
neither. It detects when the player dies by doing. @!alive _unit Even though the @ command is slightly less efficient that a trigger condition (a trigger checks it condition every half second according to Suma, while the @ command checks much more frequently), it only checks for the units condition if the unit is local. Triggers run on every persons machine no matter what the condition. While every instance of the script does run on everyone's machine, the script only activates the respawn code when the player becomes local. An example would be when a player disconnects and the server or Group leader takes over control of the unit. The script checks to see if the unit is local with a very slow loop - something like this: _name = _this select 0 #checklocal ~((random 4) + 1) ?local call format["%1",_name]:goto "respawnloop" goto "checklocal" ** the "call format" code is required because once a unit dies in MP, the only way you can reference the new player is via his literal name. Simple doing "_unit = soldier1" at the beggining of the script would never work because once he dies, "_unit" doesn't exist anymore. Once the unit becomes local, then the script kicks into respawn mode. OH btw, I said the script has "more possibilities" - it really doesn't. I was just getting a little overzealous there. It's just easier to use and more efficient. It does come with two included functions that allow the unit to either respawn with the exact weapon loadout they started the mission with or the same loadout they had when they were killed. -
MP Respawn - respawn with Steyr
toadlife replied to Priest's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Nov. 24 2002,19:49)</td></tr><tr><td id="QUOTE">toadlife I dont wanna hurt feelings, but this issue has been handled many times here. So there was no need to dig out an antic thread.<span id='postcolor'> Actually, someone referenced this thread from another forum. I decided to post it here because the script I wrote is easier to implement (less chance of annoying typos), has no need for triggers, and has more possibilities than all of the solutions I have seen posted. Using triggers: ------------- make a trigger Copy it 24 times Edit each trigger with the players name hope you didnt make a typo Using my script: -------------------- ["soldier1",0] exec "myscript.sqs" ["soldier2",0] exec "myscript.sqs" ["soldier3",0] exec "myscript.sqs" ["soldier4",0] exec "myscript.sqs" ["soldier5",0] exec "myscript.sqs" ["soldier6",0] exec "myscript.sqs" ["soldier7",0] exec "myscript.sqs" ["soldier8",0] exec "myscript.sqs" -
MP Respawn - respawn with Steyr
toadlife replied to Priest's topic in OFP : MISSION EDITING & SCRIPTING
I've made a simple solution to this that doesn't require any triggers, and works with AI units, addon units, ect. http://www.ofpec.com/editors/snippet_view.php?id=166 -
Win2k all the way man. You don't need no cartoon start buttons to run a dedicated server. All XP is, is Win2000 with a few kernel enhancements and a bunch of bloat. All that said, I've run a ded server on XP pro and it works just fine, so either one will do you allright as long as you have the horsepower.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- Added: functions velocity, setVelocity<span id='postcolor'> Can you actually set the velocity of an object with the command? Alot of scripters have been asking for a way to move objects via scripting this for ages. If this is what it appears to be it will be of great help to scripters. If so it would be nice to be able to set the pitch too.
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The official command reference does not work with Mozilla. I have a feeling that this is due to non-stadard IE style coding, and not a problem with Mozilla. I ran the command reference through a couple of XML checkers and they all say that the document is not well formed, or doesn't meet XML standards. Since the command reference is Supposed to work with any XML compatioble browser, I was wondering what that means - Any version of IE that is XML compatible?
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This happened in the mission I am working on. The game version is 1.46 and there were NO addons of ANY kind used. NOt even the editor addon. It happened when the player tried to identify a dead hostage. The  hostage was set to be a captive. It only happened one time out on the 50 or so times I have run into similar circumstances, while testing the mission. It was very annyoing having to start my game over. EDIT: By the way I dont have a modified config.bin in case you were wondering. My OFP install is a clean one: 1.00>1.20>1.30>1.46. This has to be a bug!
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Check the picture below: This happens if you are a west machine gunner and take a PK from an east guy and the take back the M60 and then take back the PK.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeaDMeaT @ Jan. 20 2002,10:41)</td></tr><tr><td id="QUOTE">I got another question....was there ever a CreateWP command?? i cant see it in any of the comrefs so im starting to think that i had dreamt it....<span id='postcolor'> Yeah that command is called "move" BY the way the new command ref kicks butt. All that it's missing is listing of animations.
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If bis made an official ofp editing manual..
toadlife replied to Tracer's topic in OFP : MISSION EDITING & SCRIPTING
The poll choices are not very well written, so I wont vote. I suggest you download the "How to do Everything" manual at the editing center. It's very comprehensive, and will take up many of your lunches at work. It sounds like you just don't ahve the time for OFP editing. I suggest cutting back on non-essential things such as sleep and food. Depending on how much you cut back on both, it should clear up quite a bit of time valuable time for OFP editing. By the way, we are working on purging the fourms at the ed-center of all usefull information and are going to plop everything into one big database. We allready have a database but it was compiled quite awhile a go. As soon as it is done, it should be quite a gathering of OFP editing information. I'll see if we can't compile that into some sort of book form, and maybe sell it on E-bay for 5.95 plus S/H. The ed center desperatly needs money to stay afloat anyway.