wass24
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Everything posted by wass24
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Sounds like a lot of work. I'll wait.
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That article didn't really fix my problem. Are there any other suggestions?
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I need addAction commands added to the menu of a player that adds an m16 with ammo or takes it away. This is to get around having the rifle on your back when you're not using it. Action menu should say something like "Display Weapon" and "Conceal Weapon"
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Need to display and hide weapon
wass24 replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
Nevermind, I just figured it out. -
Need to display and hide weapon
wass24 replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
I've got the addaction commands to work, but when I add a weapon and ammo to my player I still need to reload and activate it. Is there a way to add that to my script so it's ready to use when I select it in the menu? -
Thanks, I'll check em out.
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I'm trying to find out if there is anything like this before I put a lot of work into building them myself. Suicide Bomber (with bomb strapped to chest) Maintence Worker Civilian with backpack on back (would be nice if you can take it off and leave it on the ground) Delivery trucks or vehicles (Box trucks) Also if there are any animation packs that involve arresting someone (i.e. hands in the air, kneeling w/ hands behind back, putting hand cuffs on, walking w/ handcuffs on)
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Need to display and hide weapon
wass24 replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
I don't have a problem with that. I just want to know how to add the fuction to the menu and connect it to the script. -
Nevermind. That mass was set at 10. I made it 1000 and tested it with no problem yet. Thanks.
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The sidewalk model I use in most of my missions turns into a wall when something explodes on top or near it. Is there a script that I can add to the config file so nothing happens when an explosion occurs on it?
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I'll check what the current geometry lod has in it. Is it possible to put a script at the bottom of the config file that checks for damage and sets it back to 0? Something like: #loop1 ? getDammage CAT >0: CAT setDammage 0 ~1 goto "loop1"
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I'm trying to find out if there is anything like this before I put a lot of work into building them myself. Suicide Bomber (with bomb strapped to chest) Boy or Cub Scout uniform Civilian with backpack on back (would be nice if you can take it off and leave it on the ground) Delivery trucks or vehicles Also if there are any animation packs that involve arresting someone (i.e. hands in the air, kneeling w/ hands behind back, putting hand cuffs on, walking w/ handcuffs on)
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These characters are for a couple different missions that I want to work on. I want to make a mission where civilians in boy scout uniforms with backbacks are visiting a secure complex. One of them will leave their backpack behind, which contains a bomb, and the guards will need to notice it and disarm it in time or it will blow up. The suicide bomber that can display a bomb on their chest is another mission for the complex. Any word on if anything like this exists?
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I have a couple of objects that I built (probably not too well). When it takes damage it flips up so that half of it sticks straight up in the air and the other half is in the ground. What am I doing wrong? Thanks.
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This is a static object that lays flat on the ground like a sidewalk. When there is a large explosion near or on top of it, it turns straight up from it's midpoint. It basically looks like this: before damage: -- after damage: |
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I must have deleted my original textures and I need to convert about 150 paa/pac files back to tga's. Is there anything out there that can do this quickly instead of opening every one of them in TexView and saving as tga? Thanks.
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Thanks for the link for PANTool. Don't I still have to open each texture 1 by 1 and save them, or am I not doing something right?
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I am not looking for TexView, as I stated above. I do not want to open over 100 files and save each one like that. I need a batch conversion from .paa/.pac to .tga.
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I don't know if this is a mission editing question or a modeling question. Is there a way of having the player walk up to a vehicle and choose what seat he wants, instead of the order that's determined in Oxygen? When I approach a vehicle, I want to be asked if I want to sit in each available spot and select the one I want. Thanks.
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I am building a Chevy Suburban with a driver and 6 passangers. When I tried to move units into the Suburban, only four passengers would move in. How can I get more units into it, is it a vehicle class issue? How do I fix it in the config? Also is there any way of having the player walk up to the vehicle and choose what seat he wants, instead of going through the default order? Thanks.
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I need it to count the spaces and ask me which one I want to sit in (that's not already filled.) Can you name a position or proxy in O2, such as: front passenger, back left, right, middle, ... and so on? Also, can an action be created to go along with "moveindriver" and "moveincargo" to read something like "moveinbackleft." It's probably part of the code that can't be changed. I'm going on vacation for a week and won't be able to check this thread for a little bit, but I hope it generates enough interest to stay alive and get some good ideas. Thanks.
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Do you have an example script for that?
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Maybe this should be considered for OpFlash 2. Or the ability to use the number keys to move to a particular seat while your in a vehicle like some of the newer games.
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Thanks, I am an idiot. That should of been the first place I looked. I would still like to know if I am able to choose a particular seat when I approach the vehicle.
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I am setting up a convoy mission with 6 cars. Right now the cars are grouped to the lead and the drivers are set as "careless" with their ranks from Colonel to Private starting with the first car. When I get in a vehicle as a passenger and execute the trigger to start them moving, only the cars up to mine will move, none of the cars behind me will follow. They either sit still or do some funky OFP movements. Is there an easier way to get all cars to follow in a certain order?