4C3
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Everything posted by 4C3
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Thanks, I noticed alot of noise.. like clips being put in guns and such when starting the Mission right off... LOL If you want to know... Â Im makeing a Jungle type Map, with back-up support and Helicopters that Taxi Back and forth, so units can leave Camp and go back to re-arm, and Get Healed if the Groups Medic got killed. It will have Troops that will be hard to beat, with there own little camp, and guarding and scouting the Woods for enemies to come and attack... of course I will have triggers to activate the enemy when your near there Camp and Territory... Also Is there a way to quanity those extra magazines... becuase all this code typeing/Pasteing is a pain...
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With all that extra codeing would it not lag a multiplayer game thats already heavy in scripting and other stuff? Im refering to haveing a ammocrate or something like that following you arround constantly... :\
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This is for a MG... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ position[]={4454.315918,112.827629,6866.706055}; age="ACTUAL"; id=2; side="WEST"; vehicle="SoldierWMG"; player="PLAY CDG"; rank="SERGEANT"; skill=1.000000; text="u2"; markers[]={}; init="removeAllWeapons this; this addWeapon ""Binocular""; this addWeapon ""NVGoggles""; this addWeapon ""UZI""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag"""; }<span id='postcolor'> And this for a LAW Soldier... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ position[]={4446.400879,113.156349,6866.137695}; age="ACTUAL"; id=26; side="WEST"; vehicle="SoldierWLAW"; player="PLAY CDG"; rank="LIEUTNANT"; skill=1.000000; text="u3"; markers[]={}; init="removeAllWeapons this; this addWeapon ""Binocular""; this addWeapon ""NVGoggles""; this addWeapon ""LAWlauncher""; this addMagazine ""LAWlauncher""; this addMagazine ""LAWlauncher""; this addMagazine ""LAWlauncher""; this addWeapon ""UZI""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag""; this addMagazine ""UZIMag"""; }<span id='postcolor'> ...and Sniper is same as the Officers Inventory...
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Yeah.. Im haveing trouble loading that site, I wish I could figure it out too... :/
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Why do planes veer sharply to the left then crash?
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
cool I found some commands to lift and eject at this site for small scripting! http://www.flashpoint1985.com/docs/comrefnew/data/comref.html Problem is.... I cant get the group to eject! LOL :/ -
How to make a driver stop when i get out of a car?
4C3 replied to LovE-RicH's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (L4leather @ Sep. 21 2002,05:25)</td></tr><tr><td id="QUOTE">Quicker to use sync from one trig to the other , not tried it but would that work, and no scripting? L4leather<span id='postcolor'> I think all this scripting is a pain, and its so much easier to just edit the maps and there missions in game  useing advanced functions and such... but anyways to do a transport make a Player  or group of players, or just AI for that matter, make the car "move" first and have the "move' synced with "get in", so when you get in the car will proceed to move to the next waypoint... same goes for getting out and haveing the car stop,  sync "get out" with the final "move" and then do the rest of the waypoints for the car and for the player or AI... simple as that.  Another thing, is you can have the AI thats driveing the CAr have a waypoint "transport unload"  and it will automatically kick you out of the car...  and give you time to move before the car moves to its next waypoint!  P.S. Make sure you have the waypoints very close to the car, or truck... or anything that drives IE. Have the "move" right in front of the car by zooming really close to the editors map... and have it very close same with the "get in" and "get out"! -
Why do planes veer sharply to the left then crash?
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">thank you..very informative...I shall try it <span id='postcolor'> Thanks and your Welcome!  and I wish I could figure out how to make Helicopters fly higher in the air or air transports  so I can Eject  and have the AI eject, for a cool war like effect paratroopers type thing! :? Anyone know?? What Im trying to do is get enough air between the heli's and the Ground so the AI can eject, and The player (me or anyone else), safely! But I cant get the AI to Eject.... anyone know how to do this, without as much scripting as possible?? And If it requires a script line command to add in the editor let me know!! -
Why do planes veer sharply to the left then crash?
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
When I did a flight take off I had 4 A10's, 2 without LGB and 2 with LGB... in order to keep from haveing the planes start all awkward and veer and do all kinds of crazy stuff, I had to keep them individual on the ground and have them faceing south on the runway path next to the main runway. that would be 180 degrees on the Azimut.. and have them spaced out pretty far, about 50m in the game, to 100m. Then I would have the front plane have all the Move waypoints and other waypoints that I needed for the flight path. Then Have each plane join the next plane untill all 4 are grouped... remember not to have them in a group at first, or your planes will be all over the place on the map near the landing strip. One time I did this I placed a Group of 3 planes and 1 plane was meters away stuck in a tree trying to fly and move , but was stuck there. It took me awhile to figure out that haveing them not grouped at first keeps them where you orginally placed the units on the map. Next make sure on the first waypoint you have the Jets Formation set for Column. That way they will follow each other and form a column and not end up crashing intoeach other.. Next make sure you dont have a waypoint close to mountains, this results in the planes/Jets to crash into the higher areas, becuase they are going so fast that they only have a metter of minutes to lift before the altitude of the mountain rises before the Jets altitude rises. To make one Unit join the next just click Waypoints at the top of the list then click the unit you want to join to another Unit, then quickly double click the next unit so a waypoint will be placed ontop of the next unit, and change the values accordingly to Join! Thats it, no more veering and crashing... and it may seem complicated, but its really simple!