wass24
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Everything posted by wass24
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Looking for American Law Enforcement
wass24 replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
This should help a lot. Thank you. -
I am trying to put together some missions using american poilice officers and any other law enforcement-type units. I have seen some great screenshots of police cars with lights on the top, but I haven't seen a link to download them. Can someone please send me some links to addons that may be helpful towards my mission. Thank you.
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I am trying to have an AI crash a 747 into a specific building, but it is very inconsistant. Sometimes it flies over the building and sometimes it falls short. Is there any way to make it hit the building every time I run the mission? I have been using "flyinheight" commands. Please help. Thanks.
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I have a mission where someone is talking to another person, but everyone playing in the game can hear it. The actual volume of the sound isn't bad, but someone standing 1000 meters away shouldn't be able to hear it. How can I fix this problem? Also, what is the "db" range in the description.ext file? (ex. 1 - 10 or 1 - 100 or -100 - 100)
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Crashing a plane into a building w/ ai
wass24 replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
My building is only about 20 -25 meters high, so it's tough to get it right. I have also tried setting the fuel to 0 and killing the pilot, but they are not great solutions either. Is there a way to setup a trigger about 50m before the building that only the plane can activate? When it flies by, the trigger will set the height correctly and hopefully it will hit the right spot. -
I am currently using the "say" command. The db is at +1.
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I can't get wav2lip to work and the only .lip files I have are 1Kb and very short. Can someone send me or post up some .lip files of varying lengths. Thanks.
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I am using Win 2k and WavToLip is in C:\wavtolip. My wav files are PCM 22.050 kHz, 16 Bit, Mono and it's still not working.
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I have a gate that I have configured to open in the center. Â Currently I have to open one side and then the other and close one then the other. Â How can I configure it to open and close both sides at the same time using the action menu? This is my current user action config: class CfgVehicles { class All{}; class Static: All{}; class Building: Static{}; class Strategic: Building{}; class Fortress1: Strategic{}; class Gate3_anim : Fortress1 { model="\Gate3_anim\Gate3_anim"; armor=2000; scope=2; displayName="Gate3_anim"; Â animated=1; class Animations { // gate1 animation class class ani_gate1 { type="rotation"; animPeriod=5; selection="gate1"; axis="gate1_axis"; angle0=0; angle1=-1.5; }; // gate2 door class ani_gate2 { type="rotation"; animPeriod=5; selection="gate2"; axis="gate2_axis"; angle0=0; angle1=1.5; }; }; /* Animation class end */ // Useraction class class UserActions { class Opengate1 { displayName="Open Gate 1"; position="pos_gate"; radius=2.000000; condition="this animationPhase ""ani_gate1"" < 0.5"; statement="this animate [""ani_gate1"", 1]"; }; class Closegate1 { displayName="Close Gate 1"; position="pos_gate"; radius=2.000000; condition="this animationPhase ""ani_gate1"" >= 0.5"; statement="this animate [""ani_gate1"", 0]"; }; class Opengate2 { displayName="Open Gate 2"; position="pos_gate"; radius=2.000000; condition="this animationPhase ""ani_gate2"" < 0.5"; statement="this animate [""ani_gate2"", 1]"; }; class Closegate2 { displayName="Close Gate 2"; position="pos_gate"; radius=2.000000; condition="this animationPhase ""ani_gate2"" >= 0.5"; statement="this animate [""ani_gate2"", 0]"; };
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Thanks for your help, but only one side of the gate would open. Any other ideas?
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Getting binos off at mp startup
wass24 replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
I think I found a way around it. I made an init script that looked like this; // ~5 character1 addweapon "binocular" character2 addweapon "binocular" character3 addweapon "binocular" // and so on... It worked in multiplayer. -
In my mission, the only weapon that my players have are binoculars. When the mission launches in multiplayer every player starts out with the binoculars on. How can I get the players to still have the ability to use binoculars, but not to start out with them on? Right now they are all set to "careless", I have also tried "safe". Please help!!!
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How would you configure a user action to activate a script? In my case, how do you configure it to activate two animations?
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Getting binos off at mp startup
wass24 replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
Shouldn't there be a command that I can place in the init script to take binoculars off. This is getting very frustrating. -
How can i simulate someone collapsing?
wass24 replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
I found it in OFPEC. That is a great utility to have. Thanks a lot. -
I am trying simulate a player collasping from a heart attack or any other illness. I have tried to kill him off but the blood ruins the scenario. I don't want anyone to think he was shot, but I can't seem to find the file that makes the characters blood appear when the character is dead. Is there an animation that simulates a collapse or a man lying down looking dead with no blood? I've tried looping the prone animation, but it looks stupid. Please help.
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How do I get a group to stop at a waypoint execute a script then continue walking to the next waypoint? The script is executed as soon as they get to a certain waypoint and they are stopped. Then, I want them to walk to the next waypoint? Please help, thanks.
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I've just started making non-moving, static add-ons and I keep walking straight through my objects in the game. I've read the tutorials and triple checked my geometry lod, but it's not creating a collision barrier. What could I be doing wrong?
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Thank you nik, that did work. What people like Tanelorn have to understand is that not everybody who posts to this forum is a 3D modeler and although there is a tutorial, it's not going to answer every problem you're ever going to have. THAT'S WHY THERE IS A FORUM.
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I'll give it a try. Thanks.
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All I really did was create a sphere and flatened the bottom. I did the same thing with the geometry LOD, but made it 1m smaller and stuck it inside.
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I am building a mission where I have two helos flying and when Helo1 gets shot down, I want Helo2 to land and its passengers to getout and go to Helo1 to protest the cargo. Â I am using the land "land" and "getout" commands, but when Helo2 tries to land the engine doesn't turn off and the passengers won't get out. Here is a script I tried to write as a work around, but it's not solving all my problems. #loop1 ? getDammage Helo1 >0: Helo1 setDammage 1 ? getDammage Helo1 == 1: Helo2 land "getout"; Helo2 setfuel 0 ? getpos Helo2 == [(getpos Helo2 select 0), (getpos Helo2 select 1), 0]: Group1 move getpos Helo1 ~1 goto "loop1" Line3 sometimes causes Helo2 to crash and Line 4 won't work. Â Can someone help me.
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I have built a motorcade of cars, group to a lead car, traveling to a site and stopping on a transport unload waypoint so that all of the passengers get out and go to their next waypoint. When the motorcade reaches that waypoint only some of the passengers get out of some of the cars. How can I force them out and go on their way?
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All of the cars are grouped and the passengers in each car are grouped to eachother and all have respective vehicle assignments. The unload waypoint is the last waypoint, so there is nothingelse to move on to. What if I only wanted the passengers in two of the six cars to get out? Do I need to unassign them to their vehicles?