wizzywig
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Everything posted by wizzywig
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OK LINK IS GETTING A 8KB FILE must be a file storage problem and one can host a link please do thanks
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yes this is texture of the GLCM tomahawk
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what the tom looks like it is. after first relise it will be a independant version but future updates will be compatible with CoC but not as or yet. ALSO::-- CoC has let us use there effects for one the the warheads. AND::-- our system in way more complex in the way you interface with it but CoC still have a good tomahawk thanks wizzywig
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just to let you guys know we are still upgreading the tomahawk system now tomahawk has target cam so that you can view the target also much thanks to : 1 of the explosion effects by CoC Team: Jostapo, Bn880, Dinger, Nuke by Xenom, Launcher Textures by alonewolf@vr-web.de keep on with sugestions as we might even add it aswell
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depending on what the script is running as in what it dose and dose not do the best wat to end a script is to do 1 of two things you can use true, false or set up a counter as its a spawn script i sugest to ues T,F script1.sqs stop = false #top ~0.0001 "script contence" @stop:exit goto "top" script2.sqs stop = true exit no when you run first script all will keep going untill you run the second one to stop it hope this helps i am at work right now so the true false might be wroung way around good luck wizzywig
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!Local Server : Exit _place = _this select 0 _type = _this select 1 _grp = _this select 2 _pos = getpos _place ?_type == "mech" : goto "mech" ?_type == "inf" : goto "inf" ?_type == "tank" : goto "tank" hint "Error" exit #mech _array = ["JAM_EBHDOfficer","JAM_EMedicHD","JAM_EBHDSoldier","JAM_EBHDSoldier","JAM_EBMGHD","JAM_EBGLVestHDSoldier","JAM_EBGLVestHDSoldier","JAM_EBSoldierHDRPG","JAM_EBSoldierHDRPG","JAM_EBMGHD","JAM_EBHDSoldier"] _BMP = "BMP" createvehicle _pos _x = 0 #LoopMech ~0.01 _type = _array select _x _type createunit [_pos,_grp,"man = this"] [man] join grpnull man allowfleeing 0 ?_x != 0 : [man] join _grp ?_x == 0 : _grp = group man _x = _X + 1 ?_X <= count _array : goto "loopmech" units _grp select 1 moveindriver _bmp units _grp select 2 moveingunner _bmp units _grp select 3 moveincommander _bmp {IF (vehicle _X == _x) then {_x moveincargo _bmp}} foreach units _grp ~0.5 [_bmp] exec "randmove.sqs" exit #Inf _array = ["JAM_EBHDOfficer","JAM_EMedicHD","JAM_EBHDSoldier","JAM_EBHDSoldier","JAM_EBMGHD","JAM_EBGLVestHDSoldier","JAM_EBGLVestHDSoldier","JAM_EBSoldierHDRPG","JAM_EBSoldierHDRPG","JAM_EBMGHD","JAM_EBHDSoldier","JAM_EBHDSoldier"] _x = 0 #LoopInf ~0.01 _type = _array select _x _type createunit [_pos,_grp,"man = this"] [man] join grpnull man allowfleeing 0 ?_x != 0 : [man] join _grp ?_x == 0 : _grp = group man _x = _X + 1 ?_X <= count _array : goto "LoopInf" ~0.5 [units _grp] exec "randmove.sqs" exit #tank _array = ["JAM_SoldierEHDCrew","JAM_SoldierEHDCrew","JAM_SoldierEHDCrew","JAM_SoldierEHDCrew","JAM_SoldierEHDCrew","JAM_SoldierEHDCrew","JAM_SoldierEHDCrew","JAM_SoldierEHDCrew","JAM_SoldierEHDCrew"] _T551 = "BMP" createvehicle _pos _T552 = "T72" createvehicle _pos _BMP1 = "BMP2" createvehicle _pos _x = 0 #LoopTank ~0.01 _type = _array select _x _type createunit [_pos,_grp,"man = this"] [man] join grpnull man allowfleeing 0 ?_x != 0 : [man] join _grp ?_x == 0 : _grp = group man _x = _X + 1 ?_X <= count _array : goto "looptank" _y = 0 #looptank2 ~0.01 _man = call format ["units _grp select %1",_y] ?_y >=0 && _y <3 : _tank = _t551 ?_y >=3 && _y <6 Â : _tank = _t552 ?_y >=6 && _y <9 Â : _tank = _bmp1 ?isnull driver _tank : _man moveindriver _tank ?isnull gunner _tank : _man moveingunner _tank ?isnull commander _tank : _man moveincommander _tank _y = _y + 1 ?_y < 9 : goto "looptank2" ~0.5 [_bmp1] exec "randmove.sqs" [_t551] exec "randmove.sqs" [_t552] exec "randmove.sqs" exit Then of course make/use a random move script.. Now of course, change it how you want etc. And to KEEP spawning them, make something like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;;spawnmanager.sqs #init _grp = SpawnGroup1 ?Count list Ruskies <40 : [Spawn1,"mech",_grp] exec "spawn.sqs" ~2 _grp = SpawnGroup2 ?Count list Ruskies <40 : [Spawn2,"mech",_grp] exec "spawn.sqs" ~2 _grp = SpawnGroup3 ?Count list Ruskies <40 : [Spawn1,"inf",_grp] exec "spawn.sqs" ~2 _grp = SpawnGroup4 ?Count list Ruskies <40 : [Spawn2,"inf",_grp] exec "spawn.sqs" ~2 _grp = SpawnGroup5 ?Count list Ruskies <40 : [Spawn1,"tank",_grp] exec "spawn.sqs" ~2 _grp = SpawnGroup6 ?Count list Ruskies <40 : [Spawn2,"tank",_grp] exec "spawn.sqs" ~30 ?endgame : exit goto "init" missing randmove.sqs please post as i would lie to use this thanks
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well as we all have said a cleane install is always best so do the tricks have have shown you above o get a nice boot disk from www.bootdisk.com get xp one but you may ned to edit your bios so that it reads the 3.5 floppy before the HD but i still recoment getting a new Small HD or just format an old one but remember to coppy its contence to 180gig before doing this good luck buddy. and on a little note i run xp i have also in the past upgreaded from 98SE and it was full of buggs but have you tryed just uninstalling flashpoint then reinstalling it ?
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only answer there is id to buy a 10 gigHD and just virus scan old one to keep the nasty things at bay and just install xp on the 10 gig this way you will keep all your old data now the next step it the most important after you have installed XP on the 10 gig you then. 1st del the old windows folder form the 180gigHD also any system files form the 180gig Main dir then simply make a copy of your c:\ including the system files you should be Able to see it then just copy to old hard drive open PC and replace old hard drive as master and hay presto xp but with no data loss its always best to reinstall all programs. o or you could just do a simple fix MAKE A PARTISTION on your 180gig and install XP on that but i recommend just getting a 10gig and installing xp on it and just keep it how it is no copying or anything just install it and then use it and just reinstall all your programs directing them to the old hard drive simple
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cant wait for the up and comming island that i know is useing this
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Beta readme http://members.lycos.co.uk/tomaproject/tomahawkreadme/ what do you think
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its not buddy trust me its the one imedatly on your right it looks like its ment to be just a hall with no end but the geo lod is messed up im going to unpbo and show you now
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ok hanger is great although some errors like a hallway that is unwalkable thats the one on your right as you exit the main hanger down the hall also tire textures from one of the generators are missing other then that WOWOWOWOW Great addon set cant wait for your island
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first off WOW how did you great the readme im going to test addons now
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getting now ill give you a relport later on
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share and share a like
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yes we do have cluster bombs but not mines
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Is it possible to put scripts in a pbo
wizzywig replied to shlomo's topic in OFP : MISSION EDITING & SCRIPTING
and if your tryign to add it to a config [this] exec ""\pbo_name\script.sqs"" please note the "" instead of " -
if oyu read the whole thread thay are listed but i dotn wont ot do a mine bomb as whats the point
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i have found some more is there any more soundDammage[]={"\B52HStrato\fx\Warn.wav",0.6,1.0}; soundOverride={"\B52HStrato\fx\Warn.wav",0.6,1.0};
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ok on my B52 im useing all of these sound elements is there any other?? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundEngine[]={"\B52HStrato\fx\eng.wav",db10,1}; soundCrash[]={"\B52HStrato\fx\crash.wav",db10,1}; soundLandCrash[]={"\B52HStrato\fx\touch.wav",db3,1}; soundWaterCrash[]={"\B52HStrato\fx\crashwater.wav",db10,1}; soundEnviron[]={"Objects\noise",db-60,1.0}; soundServo[]={"\B52HStrato\fx\flaps.wav",db-30,1}; soundGetIn[]={"\B52HStrato\fx\get_in.wss",0.208000,1}; soundGetOut[]={"\B52HStrato\fx\get_out.ogg",4.008000,1};
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http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=54;t=39538;st=0;r=1;entry552606
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any one know of any more?
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Well thanks buddy but lets not forget Raptorsaurus it would not be posible with out his fine tuneing he has done to the nav system that i gotta say is so satifactory i could just fall over and die unlike the tomahawk. The tomahawk only has one bug human error well that the same with all tec now-a-days a computer dont make mistakes its always the programmer. Glitch = Great little irritating technical computer hiccup
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we still alive just adding some new concepts of the script
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no need to exsplain