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uiox

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Everything posted by uiox

  1. In a saved mission onMapSingleClick doesn't worked...
  2. First place satchel Unit FIRE ["PUT", "PIPEBOMB"] After explose it Unit Action ["TOUCHOFF"] Or you can use triggers with this in on activation: _Blow = "PipeBomb" camCreate getpos trigger1 If you want chain explosion you chain a trigger detect and triggers "pipeBomb" with variables.
  3. ObjectSatchel Action ["TOUCHOFF"]
  4. Hi, Depend what you want to do. If you don't have esc button, when user escape the dialog is close automatically. You can use predifened buttons </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Predefined controls #define IDC_OK 1 #define IDC_CANCEL 2 <span id='postcolor'> And in your dialog description: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ButtonCancel : RscbuttonWP { idc = IDC_CANCEL; text = $STR_DISP_CANCEL; x = 0.89; y = 0.90; w = 0.1; h = 0.060; sizeEx = 0.030; soundClick[] = {"ui\ui_cc", 0.2, 1}; action = "Cancel = true"; }; class ButtonOK : RscbuttonWP { idc = IDC_OK; x = 0.77; y = 0.90; w = 0.1; h = 0.060; sizeEx = 0.030; text = $STR_DISP_OK; default = 1; soundClick[] = {"ui\ui_ok", 0.2, 1}; action = "validation = true"; }; <span id='postcolor'> May this help you (more this button is localised) uiox Si tu veux voir des dialogues un peu plus élaborés tu peux regarder dans OFPEC dans editor depot dans les pending un exemple de mission avec differents scripts traitant des dialogues.
  5. uiox

    Help for stand alone server

    I have understand now, but I can't with my router... But after investigations my lan is well param and my router with new firmware with range of port . Thanks
  6. I try to install a stand alone server for doing some test on multi-squad mission. My config is PIV 2.2, netgear rt 311, ADSL2 Ports open and works cause I can play In MP game. Launch server no problem. But if I can't see it in the internet/sockets list, but I can see it in lan... More someone has make a connection. When you launch a server it's immediatly in the list? Or with a delay, or IP need to be check, or something I don't know  If I do a test with my mission sometime I have this message : No entry 'config.bin/CfgMovesMC.vehicleActions'. and the mission don't start.
  7. uiox

    Help for stand alone server

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">When you launch the server it is listed immediately after the second line in the server display is displayed - "Server Identity created" I think? <span id='postcolor'> Yes </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">is to connect to the Internet from a different subnet e.g. dialup and see if the game is listed<span id='postcolor'> How with my router or XP I can do this? Will read doc, sometime is useful (It's my problem I don't read doc, I launch)
  8. uiox

    Help for stand alone server

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think it is because of different config.bin files as I was running 1.88 versions and the server had 1.85/6/7 version or vice versa.<span id='postcolor'> I think you are right (don't test yet) cause I don't replace 1.88 configbin of Res in my main OFP folder, I may do that I presume? Thanks
  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">_this select 2 is the solider getting out <span id='postcolor'> Good new Thanks PS: Thank for improve time for saving...
  10. Just a question a = 100000000 or _(same) No problem with scientific notation or something else?
  11. uiox

    Camera scripting

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">_cam cameraEffect ["Follow_bear", "FRONT]<span id='postcolor'> ?
  12. Yes, .............................. But very good Thanks
  13. uiox

    Questions about dialogs

    You can see some advanced dialogs I have do, for example the Wp dialog recreate or the menu bar of units. I have put a sample mission in pending editor depot of OFPEC. For the moment the most advanced for me is a dialog with an update of the pos of the unit and the possiblity to change the param of the group (combat,formation,etc).
  14. I have do this, you can see how in a sample mission in pending editor depot of OFPEC. In this sample i give a num and a direction to a marker. How to do this: you predifened not visible markers with your text and after by script you replace them when you want.
  15. uiox

    Download console for ofp:r

    I scripted a tool bar like in the game (where you can see your units and num), and I use pict of the game, If you want to see how I have post a sample mission in OFPEC. Here it a list of pict.paa of the game : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; Icons for tool bar if you want your own put it in data folder (for addons dePBO it and take the small .paa pict) ; Plane >  ia10  -  icessna  -  ; West Tanks > iabrams  -  im60  -  im113  -  im113_ambu  -   -   -   -   -   -  ; East Tanks >  it55  - it72  -  it80  -  ibmp  -  ibmp_abu  -  izsu (Shilka)  -   -   -   -  ; West Helico > iuh60  - icobra  - ; East Helico >  imi17  - imi24 ; West Trucks > ijeep  - ijeepmg   - ijeepmutt (radio)   -  itruck5t  -  itruck5tfuel  -  itruck5trepair  - ; East Trucks >  iuaz  - iural   - iuralfuel  -  iuralrepair  - iscud ; West Units > igrenadier  - islaw  -  ismg  -  isaa  -  isat  -  isniper  -  iminer   - imortar   -  ipilot  -  icrew  - isaboteur  - imedic ; East Units  > ivojak  - ; Resistance Trucks  >  iv3s  - iv3sfuel  -  iv3srepair  ; Civil cars  >  iaston  -  irapid  -  iskoda  - itraktor   -  ; Arty > idelo ; Divers >  icivil -  ipbr (boat) -  iracek (seagull)<span id='postcolor'> Hope this help you.
  16. uiox

    Download console for ofp:r

    Use the tutorial of Vectorboson/Bigpoppa step by step if you want learn dialogs. If you want a dialog i can do it for you, if you want... Don't modify #define....... (you can do it but... I don't know how...)
  17. It's really a big problem for us... Finally it's not a problem
  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">One little bug with addaction sometime player actions are not removed when he gets in a vehicle, if you manage this you double actions.<span id='postcolor'> My English is very bad, more I have forgot a word "you have double actions". It's an old problem with OFP. I see you really want add action to vehicle my last script for this : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? leader _Who != vehicle(leader _Who ) :  _InLeader = true; _cv = vehicle(leader _Who ); goto "Addaction" ? leader _Who == vehicle(leader _Who ) : _InLeader = false;  _cv = leader _Who; goto "Addaction" #RemoveAction _cv  removeaction _aD0 ?  _InLeader : _cv = vehicle(leader _Who ) ? !( _InLeader) : _cv = leader _Who #Addaction _aD0=  _cv addaction ["action","action.sqs"] #MainLoop ~PauseForUpdate ? (leader _Who == vehicle(leader _Who )) and _InLeader   : _InLeader = false; Goto "RemoveAction" ? (leader _Who !=vehicle(leader _Who )) and !(_InLeader) :_InLeader = True;Goto "RemoveAction" ? condition : goto "MainLoop" <span id='postcolor'>
  19. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">OnDeactivation: vplyr removeaction action<span id='postcolor'> Never think to do with this. Thanks for the tip Sui
  20. No bug with addaction. this works very well _Owner = _this select 0 _id = _this select 2 _Owner removeaction _id ? HelmetCamera : aDPlayer3 = _Owner addaction ["Camera on", "helmet.sqs"] ;HelmetCamera = false ;exit aDPlayer3 = _Owner addaction ["Camera off", "helmet.sqs"] HelmetCamera =true One little bug with addaction sometime player actions are not removed when he gets in a vehicle, if you manage this you double actions.
  21. I'm sorry I don't understand very well what you want to do. (not good in English) May this help you In adaction script you have automatically 3 parameters: _this select 0  -> owner of action _this select 1  -> unit that call action _this select 2  -> index of action With 1.85 I use this for addaction to vehicle player when he gets in : In init : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Vehicle1 addEventHandler  ["getIn",{_this exec "getIn.sqs"}] Vehicle1 addEventHandler ["getOut",{_this exec "GetOut.sqs"}] <span id='postcolor'> You need install this on all vehicle, cause you can't add getin to men... Getin script </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?Name (_this select 0) != name(player) : exit CurrentVehiclePlayer = vehicle(Player) aDPlayer0= CurrentVehiclePlayer addaction["Select group","oneAction.sqs"] <span id='postcolor'> GetOut script </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(_this select 0) != CurrentVehiclePlayer  : exit CurrentVehiclePlayer  removeaction aDPlayer0 CurrentVehiclePlayer = vehicle(Player) <span id='postcolor'> Hope this help you
  22. uiox

    True artillery

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I wanted to save someone all that trouble (I know, I know, there's people out there that have these equations memorized) <span id='postcolor'> I love you
  23. I'm trying to replace a detect loop for addaction to vehicle's player when he gets in and remove when he gets out. In getout event unit is not return but the vehicle leaves In command ref you say position in first it's unit first When a unit is present in a vehicle after getin, _this select 0 is always with the unit gets in first. 1) unit1 getin : unit1, driver 2) Player getin : unit1, cargo 2) unit2 getin : unit1, cargo If i do : _this select 0 != player, don't work, but Name (_this select 0) != name(player), works Why I can't have the unit when unit gets out? Or make event getin for units and returns always vehicle I want to use this events for addaction & remove and for test capacity of transport, I can do this with events but it's complex. So getin & getout for players and units/men : vehicle and position getin & getout for vehicle : unit and position But unit/vehicle can be better for other scripts, not for my problem. More I add events to all vehicles present, I'm not sure it's the solution for disable one task/loop. In the next patch can you add a "leader" event to groups (when leader change), and "status" (when fleing or destroy), and then i will be able to disable all the task/loops of my mod. But i'm happy with 1.85 I have disable 50 % of my tasks. PS: Thank for improved store & save, when you save 10 times by hour your 1 Mo test mission it's a pleasure when it's quasi immediatly.
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