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victimchild

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Everything posted by victimchild

  1. Could someone please tell me where I might find a script that tracks if any of the players in an MP game have killed any Civs? I would like to have some penalty such as the resistance is no longer friendly towards them.
  2. Well, instead of using markers for your spawns why don't you use Game Logics? This would allow you to use the code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameofthing setpos (getpos nameofgamelogic) This would probably work. It does for me. I'll have to poke around a little with the editor to see about the chopper. You should be able to dig up a script for it, but it's beyond me to script that. Like you, I've just recently begun to use code myself in my missions. I'm still puzzling out arrays. EDIT: I found out that the choppers only fire on infantry and only with the machine gun, not the rockets. This might make it difficult if you wanted the chopper to fire on the town in general. I couldn't even get the chopper to fire on an empty tank. Same for the tanks. It's something I'll have to delve into later. Something you might try to add randomization without scripts is the placement radius of units. If you wanted to add a tank squad, but wanted to make it so that they would start anywhere in an area to the north of Le Moule you could make their placement radius a huge one covering the entire north of Le Moule. You could also add a probability that they would be there at all. Then give their waypoints a placement radius, and a probability percentage to them as well. After that you could even add times that they could spend at that waypoint to make it so that the would move immediately from that point or would wait 3 minutes. In the standard OFP editor there are so many ways you could randomize an attack that even the creator wouldn't know where it was coming from. Anyways, if you ever get your mission to a beta testing stage, or need more help with it, just send it to me and I'll be happy to help.
  3. Ok, I've got some solutions. For the helo and the tank I believe that the Editor Upgrade comes with some invisible targets that could be used to have the tank and chopper shoot at them. Another alternative would be to setpos a few objects underground where you want the chopper to fire and just have it dofire on those. For the radio messages you can just use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[West, "HQ"] sidechat "whateveryouwanttosay" This will only make PAPA_BEAR talk. Usually, if you just want a quick order-giving sequence it works. If you want to have other people saying stuff you'll have to learn how to create identities. Here's a link I think you have it right with the waypoint and trigger syncing. You don't have a problem with the actual teleport do you? You could just use the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos getpos teleportlocation As for the waypoint afterwards you might try integrating the command <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameofsquad lockWP true This would lock the WP at the current waypoint which could be at any place. Then, in the On Activation line of the trigger you put that command except false instead of true. Then, they continue onto the waypoint you may have placed around the teleportation point. With the random marker points you would have to do something in a script with the command "random" which is used to select a random number. DISCLAIMER: I am not experienced in the use of this. I only read a lot of scripts. If this is wrong please correct it and I will be grateful. You would have to put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_var = random 4 ? _var = 1 then groupname setpos getmarkerpos teleportplace1 ? _var = 2 then groupname setpos getmarkerpos teleportplace2 ...and so on. This would give it a totally random number out of four, or however many markers you would want. You could even make this more complicated and add more of a chance that it would be at one position more than the other. Anyways, there's my piece. Hope it helps. Anymore questions and I would be glad you help. BTW, if you don't mind me asking, what kind of mission are you working on with all this. I could probably help you more if I knew what you were trying to achieve.
  4. victimchild

    Waypoint Description

    The waypoint would have to be assigned directly to the player, and it would have to be on Always Show. It only shows when you do that (obviously).
  5. Instead of using the condition field just leave it as it is. Then, create a WP for the HMMVEE to move where you want it to wait for the Rangers. Then use the Syncronization button to attach the get in WP of the rangers to the move point you just created. Now the car should wait until the Rangers are in before it moves to it's next WP.
  6. victimchild

    Helicopter to fly away

    Couldn't you just add another Move WP after the unload WP and have the heli just move to the other side of the island? Or are you using a script for the landing?
  7. victimchild

    UnPBO

    Thank you so much! It worked perfectly! Now I can start tearing apart the Campaigns and editing them to my will. Thanks again.
  8. victimchild

    UnPBO

    Can someone please give advice on a place to find a working version of unPBO or another extraction program because the 1.5 version I currently own doesn't function properly. It says that it is going to create a log file in the directory, however when I reach the directory there is no such thing. It shows the log file in the unPBO window, but it will not show it to me in the Windows Explorer. Any help would be greatly appreciated. Thanks.
  9. victimchild

    Field Exercise

    I find it funny that you say that because that's exactly what I do and it all works out great. What you wanna do is get into the tank first as gunner, then make one AI move in as Driver. Then you switch positions with him and you're driving and commanding. It's so much easier than the commanders position. I hate the way the AI drives.
  10. victimchild

    UnPBO

    I have no idea. I've never heard of it. But if you could send me A working PBO extractor I would be forever grateful. It's really hampering my learning to how BIS constructed their missions. I've downloaded Eliteness and it seems to extract the files ok, it just doesn't actually create them anywhere. When I look into the open window on Eliteness it shows a folder, but when I try to find that folder in Windows Explorer it's not there. Do you think that Vista might be causing this problem? This is really getting frustrating.
  11. This topic will be on terms used in all missions (hopefully). term:this used in:init lines only description: This is used to specify the selected unit or object. I use this in every one of my missions at least fifty times. It helps to not have to name every object and unit in the game. example: this setdammage 1
  12. sorry. mess up. just delete
  13. I need to know the script to set the speed of somthing! Like if I am in a jet then I want to go 5 speed. (I will set the hight really high)HOW!?!
  14. victimchild

    Velocity is bugging me out!

    It gives me an error report saying that the first _v is a local var in a global var's space. Thanks for trying.
  15. victimchild

    Velocity is bugging me out!

    I only want him to start out at five then plumet and pull out of it before impact. I know there is a script somthing like this to make it do that. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setvelocity [x,y,z] I want to know do I put numbers in the place of x, y, and z? thx
  16. Well  me down like a dog. I am not that good of an english speaker, but I   myself for not seeing those errors. NOW it looks good to me  .
  17. Actually I know just about everything there is about scripting.  And when I READ your post, you mentioned using Detected By... In your solution you say: ..and... Without having the Condition be "this and not alive s1", you are completely ignoring the Detected By setting.  YES a trigger can detect when someone is dead if you set the Condition to be "not alive s1".  However, as I said, you cannot use a trigger's thislist (list) feature or Detected By feature on dead units. I am only replying because you were saying "scripting is bad".  Scripting is LIFE! As doolittle said  said before, SCRIPTING IS LIFE and almost no fun OFP missions can be made without SCRIPTING. By the way. Nice screenshot!
  18. I suppose I could get it but getting it would mean taking up more space and my group likes to play with the old islands only. send it to me plz!
  19. Well I can't get the missions anyways. It is on a different island and I like to keep my island number down to seven. thx anyways. looks good to me
  20. It all looks good to me dude. I don't know what your trying to do. Are these hints? Is this a multi or single player game? If you need beta testers I have a whole squad waiting for a zombie mission. What island is it on? If it is a single player game, then what actions are you capable of? send me your missions when your done and I will try it out! jman_morse@hotmail.com
  21. victimchild

    Mission making roadmap.

    Balschoiw has exactly what I forgot to add. I have a map set up with game logics in every fifteen meters. I cycle through the game logics using Xcam and find a good spot. I usually don't have a mission in mind at that point but I make a mental image of the spot I think would make a good battlefield. Awsome thinking on his part.
  22. victimchild

    Mission making roadmap.

    I do pretty much the same as Matt, exept I like to put it on my server and then constantly update it till I like it. I hardly do SP. I find them boring. I do about two hundred tests. I like to use Xcam to spectate. Here is what I do... 1.Get an idea for a mission or take a template and modify it to fit my param. 2.Place my friendly units. 3.add waypoints for my friendly units and make triggers if needed. 4.spectate and test. 5.add enemy units. 6.add waypoints for them and make the triggers. 7.Make all my scripts and new actions. 8.test and spectate...again 9.modify it how I think it is bearable. 10.publish it to the site and update it with small tweaks daily. 11.Have some friends test it. 12.When the good guys go and the bad guys go and all scripts activate properly, then I publish online and other places. Hope it helps. I belive this should be pinned if it takes off.
  23. victimchild

    Mission making roadmap.

    I have to say you pretty much have it. I don't see what you want us to do. I can test a mission for you but other than that I can't see how to help you.
  24. I have xcam all rigged up and everything, but I don't know how to get it into the xcam mode. My basic question: HOW DO YOU ENTER THE XCAM MODE.
  25. victimchild

    How to enter Xcam mode?

    I am trying to make the tutorial work. I can send it to you but I don't know what that would do. You should already have it. To the team person: thx for deleting it. I am new here and the thread didn't look like it was going anywhere, so I created a new one. sry about it.
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