

zaius
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I have a question about the default rotordust effect for ArmA choppers: Is there any chance to locate the corresponding script in the game folder and to unpack it?
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Can I have a key-press for a trigger?
zaius replied to mireazma's topic in OFP : MISSION EDITING & SCRIPTING
Hmm... That is an interesting idea. A script would look like that: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; ***************************************************** ; ** Play_Dead ; ***************************************************** # Check1 ~0.2 ? !kb_Y : goto "Check1" ~1 ? vehicle player == player : player playMove "LyingDying"; goto "Dead" goto "Check1" # Dead ~3 # Check2 ~0.2 ? kb_Y : goto "Check2" ~1 player playMove "HereIsTheAnimationForTheResurrection" ~3 goto "Check1" You have to have the Keyboard_Check.sqs running in the background. The problem is, i did not find an animation that brings me back from the dead state, can you find one? Here is something about the difference between playMove and switchMove: playMove: execute this command on the computer where the unit is local, and the result can be seen by everyone in MP. switchMove: execute this command on every computer where you want to see the result. The soldier will be forced into the animation, but only on the computers that is running the command. In MP i prefer, if possible, the playMove variant. It makes less mess, because it will less interferer with other animations a soldier does by his own choice. -
Can I have a key-press for a trigger?
zaius replied to mireazma's topic in OFP : MISSION EDITING & SCRIPTING
The camera exploit... it was found by a guy named hardrock. If you create a camera and do the 2 settings "inertia off" and "manual on", then this camera is conrolled by your keyboard, and in addition, the velocity of the camera is predictable and checkable in relation to the keys you press. You have a new scripted user interface with it. Here i made a demo mission for my script: http://www.filesharefree.com/884875 And here we have a list of animations you can use with playMove and switchMove commands: http://community.bistudio.com/wiki/Operation_Flashpoint:_Moves_List Some of them behave very different. You have to test everything individually. -
Can I have a key-press for a trigger?
zaius replied to mireazma's topic in OFP : MISSION EDITING & SCRIPTING
It is possible... Here is a demo mission, that shows how a keyboard detector works together with a script that waits for a document handover situation: http://www.filesharefree.com/721461 -
MPCoop Mission Problem with scripting
zaius replied to Igor101AD's topic in OFP : MISSION EDITING & SCRIPTING
That sounds very complex... I have here an example mission that includes a AI controlled vehicledrop for multiplayer. The problem is, this example file seems to need many addons, and there is no readme file inside. Do you want it although? Edit: I have ported the script that i have to desert island. I removed most of the addons, but it really needs a radio tornister to work properly. Do you have the BAS Delta/Rangers? The paradrop process uses the BAS_Satcom from this pack. This paradrop was especially designed for a online multiplayer mission. If you have questions to the script don´t hesistate to ask me. BAS Homepage: http://www.ballisticaddonstudios.com/ Paradrop Demo: http://www.filesharefree.com/600015 -
downloaded and tested it... and it worked pretty well. The bouncing effect was to much with your default setting, a bit like a jojo... Maybe you want to add an end condition to your loop, so it has a better chance to get used in a mission.
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How do i make AI aircraft Land
zaius replied to The931stSoldier's topic in OFP : MISSION EDITING & SCRIPTING
name_of_the_plane land "land" ... that is the correct command If you use a A10 or Su25 or an addon plane that is very similar, i mean speed and turning capacity, it should work normally. But if not, maybe a heavy addon plane etc. you will have failure rates between 90 - 99 % . The ofp AI was never designed to fly such planes. I think, heavy scripting can help, but it needs time to develop a solution. I did a quick search, and found this: http://www.flashpoint1985.com/cgi-bin....t=45364 http://www.ofpec.com/forum/index.php?action=search2 -
I found here an example mission how to do that: http://www.filesharefree.com/630284 You will use the C130 addon and the BAS Delta/Ranger addon for it. The mission init beams a gamelogic to the copilots seat. That will force all other soldiers automatically into the cargo section. The example mission also includes a halo drop. Maybe you find this stuff usefull. Oh, don´t forget to cutdown the viewdistance in the Init.sqs, if your computer cannot handle that much.
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hi, i found here a script, that is able to load and unload ammoboxes from jeeps, trucks etc. I am sure, it can be used to deploy your static weapons too. http://rapidshare.com/files/93501084/TransBox_0.94.rar.html
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AI indirect fire script!!!
zaius replied to General Barron's topic in OFP : MISSION EDITING & SCRIPTING
hi, i found it on my HD: http://rapidshare.com/files/90471231/inf_IF_1_0.zip.html The invisible targets are already included in the zip-file. -
OFP cannot create markers. So your arty-marker must be present on map before starting the mission. You can set it to empty, so noone will notice it before clicking on map: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> onMapSingleClick {"arty" setMarkerPos _pos; "arty" setMarkerType "destroy"}
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Mapfact.net releases DC3 pack
zaius replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
I am trying here to implement these planes in a mission. There is an unexpected problem: I have an empty DC3 with a west pilot flying into a target zone. There we have a shilka. But this shilka totally refuses to fire at the DC3. I tried the doWatch, doTarget, doFire command and many other variations, but with no sucess. I took care of the viewdistance with these commands... but nothing. Then i had the idea to beam invisible targets to the DC3 position: But the AI refuses to fire at any invisible target... with one exception: It would fire onto an infantry invisble target without problems, but this is without use because the AI only wants to do that within shorter range to the target. But i need engagment-ranges from 1000m to 2000m. Does anybody know a method to let this DC3 become a target for a shilka??? -
3 different questions for a MP-editing
zaius replied to zaius's topic in OFP : MISSION EDITING & SCRIPTING
For the problem with the weapon-load in briefing: Perhaps somebody could tell me, or give me a download for a mission with working! custom weapons in multiplayer-briefing. I can unPBO it, and learn from it by myself. For the smoke: Is there a difference for the setVelocity-command, if i created a smokeshell with "_r1=...." (a local Variable), or better "r1=.." (a global Variable) Could this effect the setVelocity-command in its effect at a internet-mp-game? For the laserdesignator: I wonder, if it is possible to tell the AI not to use a specific weapon. It´s better, if only humans use the laserdesignator. -
3 different questions for a MP-editing
zaius replied to zaius's topic in OFP : MISSION EDITING & SCRIPTING
I have thought about some alternatives for my editing problems: 1. what would happen, if i write in the init-line of every soldier his custum weapon equipment: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> removeAllWeapons p1; {p1 addMagazine _x} foreach ["BAS_M4mag","BAS_M4mag","BAS_M4mag","BAS_M4mag"]; p1 addWeapon "BAS_M4Reflex"; and so on... My main problem is, i cant test it because i have no testing system with 2 or more computers. And all postings that i have read for this issue, had different solutions without answers if it worked, or not 2. what, if i would write in my Smoke-Trigger: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (local Player) then {_r1="SmokeShellRed" camCreate getPos HPad3; _r1 setVelocity [random 8,random 8,20]} I can read many postings in forums that say effects generated by camCreate will only be visible on the generated PC; and many postings say, some of these camCreate-things are effecting more than the inital-computer. What is it in my case, with camCreate -ing SmokeShells ? 3. for the laserdesignator-thing i think it is a bug, and nothing to do about. The only suggest could be: "Don´t use it often" and make it statistical less happen. I would be happy, if someone with multiplayer knowledge could help me -
At first i want to say a hello to the forum team because this here is my first post. I´ve edited OFP missions for about 1 year now. My newest project "Lasertarget" (it is a mp coop mission) has still some problems in its left: 1. the major thing: I want to have my custom weapon layout in briefing. Hmm... sounds easy, but that happens: I made a script for each soldier and startet it in his init line with [this] exec "Waffen\GL.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _soldat=_this select 0 removeAllWeapons _soldat _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M433grenade" _soldat addMagazine "BAS_M433grenade" _soldat addMagazine "BAS_M433grenade" _soldat addMagazine "BAS_M433grenade" _soldat addMagazine "BAS_M433grenade" _soldat addWeapon "BAS_M4REFLEXM203" _soldat addWeapon "Binocular" _soldat addMagazine "SmokeShellRed" _soldat addMagazine "BAS_Berettamag" _soldat addMagazine "BAS_Berettamag" _soldat addMagazine "BAS_Berettamag" _soldat addMagazine "BAS_Berettamag" _soldat addWeapon "BAS_Beretta" exit This is only the example for the grenadier soldier On my computer at home all went fine for every soldier. But when i played it in Internet (Server-Client-System) the weapons never show up in briefing (only the original weapons of the soldier ...JAM weapons... were there). OK, i thought and tried this: I started a several scripts from the init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> cutText ["","black out",0.02]; 0 fadeSound 0 [p1,"OF"] exec "Waffen\Weapons.sqs" [p2,"RD"] exec "Waffen\Weapons.sqs" [p3,"LD"] exec "Waffen\Weapons.sqs" ; and so on... and the shortended Weapons.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; teilt Waffen am Start zu ? (!(local Server)) : exit _soldat=_this select 0 _typ=_this select 1 removeAllWeapons _soldat ? _typ=="OF" : goto "Offizier" ? _typ=="RD" : goto "Radio" ? _typ=="AT" : goto "Panzerfaust" ? _typ=="GL" : goto "Grenadier" ? _typ=="LD" : goto "Laser" ? _typ=="SP" : goto "Sniper" ? _typ=="MG" : goto "Maschinengewehr" ? _typ=="MC" : goto "Medic" ? _typ=="SO" : goto "Soldat" ? _typ=="SR" : goto "Pilot" ; i shortended it a bit for posting # Grenadier _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M433grenade" _soldat addMagazine "BAS_M433grenade" _soldat addMagazine "BAS_M433grenade" _soldat addMagazine "BAS_M433grenade" _soldat addMagazine "BAS_M433grenade" _soldat addWeapon "BAS_M4REFLEXM203" _soldat addWeapon "Binocular" _soldat addMagazine "SmokeShellRed" goto "Ende" # Laser _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addMagazine "BAS_M4mag" _soldat addWeapon "BAS_M4REFLEX" _soldat addMagazine "BAS_Soflam" _soldat addWeapon "BAS_Soflam" _soldat addMagazine "Handgrenade" _soldat addMagazine "Handgrenade" _soldat addMagazine "Handgrenade" _soldat addMagazine "SmokeShellRed" _soldat addMagazine "SmokeShellRed" goto "Ende" # Pilot # Ende _soldat addMagazine "BAS_Berettamag" _soldat addMagazine "BAS_Berettamag" _soldat addMagazine "BAS_Berettamag" _soldat addMagazine "BAS_Berettamag" _soldat addWeapon "BAS_Beretta" exit ... the same as before: all fine at home, no custom layout in the internet. My question is: Is there a safe! way to have a custom weapon layout in internet multiplayer? 2. the smoke: I made a trigger, triggered by a chopper (flown by ai-group and human players in cargo) and wrote under "on activation": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (local Server) then {_r1="SmokeShellRed" createVehicle getPos HPad3; _r1 setVelocity [random 8,random 8,20]} The smoke was created and visible on all clients (and no lag), but it wasnt fired into the air as intended, it still was only visible on ground. At home alone ... guess what... all fine. What can i do here? 3. the weired laserdesignator bug: I experimented a lot with the laserdesignator. My mission is using it. Sometimes (very few times) it crashes to desktop. 2 days ago, i found out why: When the ai has a laserdesignator and uses it by its self decision, they set a "lasertarget". But... when the ai gets killed during this "lasertarget"-setting-period the "lasertarget" will not get deleted... it will remain! And my PC always chrashes to desktop in this situation after 10-30 seconds. Is this a known bug? And... is there something to avoid the CTD? Maybe its a new OFP bug? I still have to test if the same with human players happens in a similar situation... Well, i know this are many questions for my first post, but for me, the main fun of this game is the editing, and i hope somebody can help me to solve my problems and let my mission to become better.