vektorboson
Member-
Content Count
1009 -
Joined
-
Last visited
-
Medals
Everything posted by vektorboson
-
Why do i only have one mag?...
vektorboson replied to spencer's topic in OFP : MISSION EDITING & SCRIPTING
You removed only one PK-magazine, you should either replace it with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this removeMagazines "PK" <span id='postcolor'> or just from the beginning </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> removeAllWeapons this <span id='postcolor'> And one more thing Wehrmacht soldiers != Nazi -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Sep. 25 2002,16:08)</td></tr><tr><td id="QUOTE">- there are no function for counting magazines or weapons in the pool<span id='postcolor'> how about queryWeaponPool and queryMagazinePool? You used them yourself in the Resistance Campaign!
-
Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
OK, I'll send you the cleaned up version of the console, and then, to cite Jean-Luc Picard: "Make it so!" -
Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (copl @ Sep. 24 2002,19:00)</td></tr><tr><td id="QUOTE">Annoyingly, i cant make a group of people die. I need this for an afghanistni cuscene where everyone dies due to chemical weapons. ive tried: Â Â Â Â Â Â Â Â Â Â Â Â Â {on activation} eastteam setDammage 1 Â Â Â Â Â Â {condition} Â Â Â not (alive n) It doresnt work! Help! Â Â <span id='postcolor'> In which way does your problem touch the console? -
Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
Put this in the first line of "console.sqs"! -
Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
I think you could make something like ? player != leader player: exit -
New resistance mission
vektorboson replied to GAMEER_77's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Frugo_PL @ Sep. 19 2002,22:11)</td></tr><tr><td id="QUOTE">why do so many ppl make resistance missions??? there's lots of folks that do not have the expansion   Can't ppl make two versions???<span id='postcolor'> That's quite hard when the mission is set on Nogova And beside this, there are lots of nice scripting features that you don't have with 1.46 Just to say it: Resistance is Editors paradise -
@Waterman This island is really phantastic! It's really one of the best islands I downloaded this far. Perhaps I've got another suggestion for you. Just in front of the left runway, there is a small hill in the south and I don't think that such a hill would be nearby a runway! Now, all you need, are custom city signs with the appropriate names of your towns/cities, and this island is perfect!
-
I liked of course the new scripting functions in Resi a lot! The drop-command to make your own sfx, the dialogs and other small gimmicks. I just hope that BIS keeps on implementing new scripting features!
-
Yes, all Magazines like Grenades, Handgunmagazines a.s.o. are listed with magazines! You have the scan the magazine-array for unique Magazinnames and then count them, like that </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _mags = [] _magCount = [] _magazines = magazines player #loop _mag = magazines select 0 _mags = _mags + [_mag] _comp = format ["_x == ""%1""", _mag] _count = _comp count _magazines _magCount = _magCount + [_count] _magazines = _magazines - [_mag] ?count _magazines > 0: goto "loop" <span id='postcolor'> So, now you have in this arrays listed: _mags : All magazines just one time _magCount : corresponding magazine count Now you can put out this arrays with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _text = "Magazines:\n\n"; _i = (count _mags) - 1 #loop2 _text = _text + format ["%1 X %2\n", _magCount select _i, _mags select _i] _i = _i - 1 ?_i >= 0: goto "loop2" hint _text <span id='postcolor'> Weapons is easier, as there won't be any duplicated items like in magazines!
-
Look at your getpos_car!!! It should read _carpos = getpos _car you forgot a blank!
-
Is there a general syntax for friendly fire?
vektorboson replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
trigger with condition </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> side player == enemy <span id='postcolor'> -
Problem with smokeshells usage in scripts
vektorboson replied to Berserker79's topic in OFP : MISSION EDITING & SCRIPTING
Version 1.75 solution would be: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this && ("_x == ""SmokeShellRed""" count (magazines SpecOp) == 0) <span id='postcolor'> But as I stated, this only works for Resistance! -
@Adviss I do want to keep my original data clean! But, who's is interested; actually, I managed to get the mod-option working. 1. Copy your Res-Folder in your flashpoint-directory and rename it to "munger" 2. Replace the files in this new folder as written in munger's readme 3. create a new shortcut to your resistance executable and modify the command line: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ...\FlashpointResistance.exe -mod=munger <span id='postcolor'> Then you can decide whether you play OFP:R with original sounds (old shortcut) or with the sound mod (new shortcut)! I think that MP-players should be interested in this and you don't have to restore the original files to install a patch.
-
Hmm, I would like to install munger's soundmod, but I want to keep my Resistance installation untouched! Since Resistance there is the command line argument "mod=" which let's you choose which Mod you would like play. So tried to create a new folder "munger" in my flashpoint folder and copied everything from the default folders to the new ones. I replaced the config and the sounds.pbo with the ones from munger. Then I tried to add the command </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> mod="munger\bin\config.bin" <span id='postcolor'> and all the other possibilities, and neither worked! So does anyone know, how to use the "mod"-command line argument and how to make it work with munger's sound mod?
-
New mg3 from dkm-mod released!
vektorboson replied to Gunship -OFP-ZONE-'s topic in ADDONS & MODS: COMPLETE
Well, to say something to the sound: I don't know how the sound is, when you are shooting the mg3 yourself because I didn't shoot it myself, but I heard it while in the army, and remember that the sound was very short and some type of muffled. In my opionion the sound is correct and is not that heavy explosion like the HK G3 which kicks your ears! -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Sep. 07 2002,13:53)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_idc = IDC_OF_YOUR_CT_EDIT _StrDist = ctrlText _idc _command = format["a = %1", _StrDist] _command foreach [0] _distance = a<span id='postcolor'> Then the _distance has the number Value in it. If you need more exlanation just ask, im tired...  All credit to Bigpoppa and his mates at The Chain of Command  PEACE<span id='postcolor'> Well, as I already said, and to quote Shaggy: It wasn't me! -
Hi, I just played around with the dialog-functions in OFP:Resistance and found this one: Create a Trigger with Radio:Alpha as Activation. Then type in the "On Activation"-Field: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ok = createDialog "RscDisplayDebug" <span id='postcolor'> Well if you then preview the mission and call radio alpha, then you get a little surprise! Actually it doesn't work, but it's nice to look at.
-
Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Sep. 02 2002,17:10)</td></tr><tr><td id="QUOTE">7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ Sep. 02 2002,167)</td></tr><tr><td id="QUOTE">New features: commands executed after pressing RETURN.<span id='postcolor'> Yah! Â You is wicked Poppa! PEACE<span id='postcolor'> just for ya -
Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
Do you think, you can make a good product even better? Yes! Here you are: vektorboson's ofp page Console Version now 1.12! New features: Autocomplete of scripting commands and commands executed after pressing RETURN. -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Sep. 01 2002,21:50)</td></tr><tr><td id="QUOTE">Did y'all know that all the Dialog menu's in OFP are in the resource file in the BIN directory? Maybe some genious can have a look with a HEX editor or something and see how the slider etc. are done? Â PEACE<span id='postcolor'> BIS already stated that CT_SLIDER and companions are not implemented fully yet (next patch probably). -
New amazing operation flashpoint resistance
vektorboson replied to Ex-RoNiN's topic in OFP : MISSION EDITING & SCRIPTING
Hi, your mission is great! And actually playing it gives me the heebie-jeebies! As I saw the first time any demon (well the russian soldiers ) I didn't know what to do, as he scared the hell out of me! I just drove him down. Then I drove further more, and then, an officer gave me, while I was driving zig-zag at 100 km/h, the ultimate shot in the head. I jumped out my chair and closed OFP as soon as possible and got into my bed! -
shownradio is used to determine whether the radio is visible or not! It is not a command to set the radio visible or not! What you are looking for is probably setRadioMsg!
-
How do you get your intro to load right away
vektorboson replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Aculaud @ Aug. 30 2002,02:50)</td></tr><tr><td id="QUOTE">I see all the official mission intros load right away without showing the player. How do you do this? Is there a way to load your intro.sqs from your init.sqs? How do i get that perfect start?<span id='postcolor'> Let me guess: you are using a trigger, that is set to true, right? Well, that's the bad approach, all you have to do, is executing your intro.sqs from an units Init-field! -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ludovico Technique @ Aug. 29 2002,20:19)</td></tr><tr><td id="QUOTE">What might be good for the A-Team mod is have troops that surrendered when hit rather than died. Ideally they would surrender when bullets hit the ground nearby, but this would be much too hard to implement.<span id='postcolor'> I don't think that it would be to hard to implement! If a bullet hits the ground very near you, you are actually injured (but very low, you even don't bleed). This could trigger a script, where it is decided whether the bad guy surrenders or keeps on fighting. I use a similar technique to determine whether a bullet shot by the player has hit (and eventually killed) someone or not.