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wass24

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Everything posted by wass24

  1. I am trying to use the tail-rotor fail script by Vektorboson in a mission on 2 helos grouped together. Â I want both helos to execute the script at the same time and have the passengers stay alive. Â I wrote the exec command twice like this: [Helo1, false, 0] exec "effects\tailrotor.sqs"; [Helo2, false, 0] exec "effects\tailrotor.sqs" But when it executes, Helo1 drops perfectly and Helo2 blows up and kills all the passengers. Â What am I doing wrong? Â Can you have 2 Helos run the same script at the same time? Â I have tried to copy the script and change the name, but the same result occurs.
  2. I've gotten into every vehicle as a passenger and every time the vehicle(s) behind me act wierd and everything in front works fine. In my mission, I have human players in the 2nd, 3rd, and fourth cars.
  3. I can remember during some of the campaign missions you had to get in the back of a 5t truck and your AI driver was following other vehicles. Do you think it would work if they were all on the same side?
  4. Thanks for the insight. I'm not that great of a scripter and I try to stay away from cinematic effects.
  5. I have them set to column. I should also add that the vehicles will run fine about 99% of the time when I'm just watching the vehicles form the side. It's almost like it changes behavior when their is a player in one of the cars. I am using a resistance and civilian units with resistance set as friendly to everyone.
  6. I am making a deathmatch mission where everyone is on the same side (west) and are fighting in a 2 story building. I want multiple respawn points into the rooms on either floor so when you die you will randomly respawn in another room in the building. When I tried to use markers, they either respawned on the roof or outside the building. Please help.
  7. How do you give a marker a height? Can you respawn from a gamelogic?
  8. I just recently downloaded an addon that allows a unit to don a gas mask, it's called "fml_nbcunits35." Is there a way of setting off a smoke grenade or other device in an area or trigger, and have it affect a player if their mask is off or not affect the player if their mask is on? I currently use a combination of several scripts where people start coughing then collapsing at the end of their waypoint paths, but this other method would be much more effective. Along with that, is there a way to link the commands to put on and take off the gas mask to a keyboard letter (ie. Binos = "B"). I can try to further explain if needed. Thank you very much.
  9. wass24

    Gas mask question

    This might be a little far fetched. Â Lets say that the "put on mask" command also adds an inventory weapon or item that is not needed by that unit and the "take off mask" command would remove the mask and that item. Â Instead of checking to see if the mask is on or off, it would check for the inventory item that the game would recognize. Â Would this work then? Also is there a way that when the mask is on, the player would see everything with a yellowish tint?
  10. wass24

    Gas mask question

    I downloaded it from: http://farmland.ofpcentral.com/ It's called NBC soldiers 1.20
  11. I want to create a gas bomb. Is there already a smoke grenade that can have a damaging effect on units? If not, is there a way to modify the smoke greande to do so and where would that file be located?
  12. wass24

    Lethal smoke grenade?

    There was an addon released a few days ago called "fml_nbcunits" which has the ability to put on a gas mask just like you would put on binos. I would use this addon in accordance with the gas bomb. The gas dosen't have to be visible in all cases. The lethal gas would be associated with an area trigger. The trigger would be the area contaminated and there could be a script checking to see if the players have this peice of equipment on or off when they enter the area. I just don't know how to check if the mask is on or not and my scripting skills are not all that.
  13. wass24

    How to build a unit?

    I have a model of a character I would like to use in OFP. I already have it textured and in O2, but I need to know how to apply the correct components, geomerty, LOD's, contact points, etc... I have the BISman .p3d to go off of, but there is no explanations for anything. Please help or guide me in the right direction. Thanks.
  14. wass24

    How to build a unit?

    Thanks to everyone. Â This is all good information, it sounds as difficult as it looks. Â Another question though... Â BISman uses 4 LODs (0.150, 1.000, 3.000, and 9.000) and within each of those all of the body parts are defined again. Â Is all of that necessary? Â Also, the BISman model sits at -1 meter in O2, do I have to move him up a meter in every section and LOD so he doesn't start out being buried?
  15. Is there a point at which an object has to much detail it disapears from the viewer window? My object I'm building currently has about 8000 points and 6000 faces. If I delete a chunk of it the rest becomes visible. What is the limit?
  16. wass24

    Object not showing in viewer

    Buldozer doesn't crash, it just keeps up the last LOD that it was able to load. If I'm not nearing the points or faces limit, is there another cause for this to happen?
  17. This might be a really stupid question, but how can I view my p3d in the WrpTool so it's easier to place my objects? Thanks.
  18. wass24

    Viewing p3d in WrpTool?

    It's mainly an ODOL Explorer question since I can't get my p3d to show up in it. When I click on my p3d in the left column an Info box pops up and says "Model has MLOD format, do you want to load it in Oxygen?" If I wanted to load it in Oxygen, I would have opened it in Oxygen. I have the Binarize tool, but I don't know how to use it. What goes in the binarize folder and what do I need to modify?
  19. I was just putting collision on a new part of my building using the Geometry LOD and put it in the game, now there seems to be an invisible force field around the whole building that does not appear in O2. It is getting very frustrating because it was working fine before I added the new part in. I am also running through railings that have collision on them too. maybe I'm not applying the correct amount of mass or something???
  20. Has anyone else had this problem? I can see an object at a distance fine in the mission editor preview, but standing in the same spot with the same configuation the obect is out of view. I have tried adjusting the distance setting in options and it still won't appear. I can obviously move the object closer in the editor but that's not the point. Any suggestions? Thanks.
  21. wass24

    Distance issue in Multiplayer?

    Thanks a lot, that worked.
  22. wass24

    Distance issue in Multiplayer?

    I did not know that. How do I change that? Do I need an init.sqs for the mission? Is it for each client or is it a global setting?
  23. wass24

    Distance issue in Multiplayer?

    The object I am trying to view is just a large building. The building eventually appears when I walk a decent amount toward it. I am running on a LAN and all clients can see it in the mission editor. It's almost like the fog setting was set higher for the multiplayer mission, but I have it as far down as it will go in the editor.
  24. I have a similar need for this. Where can I find this backpack addon? Also, do you know of any suicide bomber vests that have been created? Thanks.
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