4C3
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Everything posted by 4C3
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I like to do Both.. and not as much scripting as possible, Â this is just a curous Poll. I think it would be interesting to see what people think and how they edit!
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Parachuting at a higher altitude...
4C3 replied to KDog35's topic in OFP : MISSION EDITING & SCRIPTING
waypoints.... heck just make a trigger for each unit in the group.. say you have 12 units in your group.. you will need 12 triggers... telling each individual unit to eject... Make sure you space them out.. or the units will eject at the same time and cause accidents!! -
What do you think is the best way to edit!
4C3 replied to 4C3's topic in OFP : MISSION EDITING & SCRIPTING
I dont think that many people have voted much.... so I just thought I would add a reply to help this get back tot he topic list on page 1... that way others can vote who haven't and are too lazy to goto the next pages... :o -
Impossible to have two simultaneous helo drops?!
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
I forgot to mention on the Paratrooper thing..... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1652.574463,24.974998,5286.586426}; azimut=85.000000; age="ACTUAL"; id=26; side="WEST"; vehicle="Ch47D"; leader=1; rank="COLONEL"; skill=1.000000; text="Carrior"; markers[]={}; }; }; class Waypoints { items=4; class Item0 { position[]={1654.353394,24.974998,5287.230957}; placement=50.000000; type="LOAD"; speed="FULL"; combat="AWARE"; synchronizations[]={0,1,10,11}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={3328.640625,105.665520,6862.221191}; speed="FULL"; combat="AWARE"; expActiv="Carrior flyInHeight 500"; synchronizations[]={4,7}; class Effects { cameraEffect="AroundSlow"; cameraPosition="LEFT TOP"; }; showWP="NEVER"; }; class Item2 { position[]={4301.487793,173.701981,9539.600586}; speed="LIMITED"; synchronizations[]={}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3624.461670,141.218521,9627.332031}; placement=500.000000; type="GUARD"; combatMode="RED"; speed="FULL"; combat="COMBAT"; synchronizations[]={}; class Effects { }; showWP="NEVER"; }; }; <span id='postcolor'> If you noticed on one of the moves I had to make the chopper rise up high in air... if you dont do this your guys will die as soon as they paratroop from the chopper... Just in case you cant find it by looking, heres the line... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Carrior flyInHeight 500 <span id='postcolor'> Carrior being the chopper text name... -
Impossible to have two simultaneous helo drops?!
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
Your quite welcome... you should search my forum for more info on chopper drop-offs and such... just search for 4C3! -
Impossible to have two simultaneous helo drops?!
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
I almost forgot.... To drop them off use Transport unload... and dont sync it with anything... and make sure you make a move somewhere close to where the chopper does a transport unload... and give the transport unload and the move/seek and destroy a delay.... so basically this is what you would do for a chopper... UH60-MG for example... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> UH60-MG { position[]={23.999405,0.179207,12099.034180}; azimut=150.000000; special="FLY"; age="ACTUAL"; id=11; side="WEST"; vehicle="UH60MG"; player="PLAY G"; leader=1; rank="COLONEL"; skill=1.000000; text="MG01"; markers[]={}; }; and make the waypoints this... MOVE MOVE MOVE (Delay about 5 to 10 seconds) example: timeoutMin=10.000000; timeoutMid=10.000000; timeoutMax=10.000000; LOAD (Delay about 15 to 30 seconds) MOVE (Delay about 5 seconds) MOVE MOVE MOVE (Delay about 5 seconds) TRANSPORT UNLOAD (Delay about 15 to 30 seconds) MOVE (Delay about 5 seconds) MOVE MOVE CYCLE (cycle if you want to go back to where they started... or have them start on the ground first and not air... It all depends on how you want to do this.) <span id='postcolor'> Then have the 12 unit group do this for that chopper: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 12 UNIT GROUP MOVE (delay 5 to 10 seconds) GET IN (delay about 5 to 15 seconds, syncing it to choppers LOAD may help if it dont work without it synced) MOVE/SEEK AND DESTROY (delay about 45 seconds or so, and then proceed to what ever else the mission consists of.) <span id='postcolor'> Hopefully what I explained here helps.... -
Impossible to have two simultaneous helo drops?!
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
Sounds like What I been doing... I did a great Job on a 48 Player drop off... I had 2 choppers chinooks <-- how ever its spelled... anyways I had them all parachuteing into enemy territory.. and it worked fine with less scripting as possible... only sripting I used was a trigger for each unit... I gave every unit in each group there own tag names... and once the chopper flew over the trigger there would be a script that told 1 unit at a time to eject. It was something like.... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 action ["eject", vehicle ch1]<span id='postcolor'> u1 was the unit and ch1 the chopper name.... also I am doing a 4 chopper drop-off that actually lands and drops off the units... It works as well... Basically all you need to do is give waypoints of "GET IN" for the units, and "LOAD" for the chopper, you can sync the "LOAD" with "GET IN" if you like... or give them a delay and just sync the "GET IN" with the choppers "MOVE" after it loads.... that helps too... also giving the WP's a delay helps as well... Its up to you how you should do it. JAP knows about the chopper thing too, and he will tell you the same as I will tell you now.... search the forums here for chopper handling, transporting, and ect. -
Sorry not 20 seconds... 20 mins IN order to do a delay you will have to put in its exact seconds, so you would have it 1200 seconds min max and mid!
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Well I dont think you will be able to do that... not without some very complex scripting... its best to just make a HOLD base for 20 seconds type thing... the best way to do this is just make a HOLD waypoint where needed, and then make a trigger and have it have a 20 second delay before Activateing... and have it triggered by WEST or EAST and Detected by west or east.... and have it on End#1 to end the game imeditally with a score report! I hope my info Helps some!
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Units with different weapons don't reload!
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
adding the weapon first makes a bunch of reloading noise from units... you have to have a magazine first so the weapon wont realod thats in there hand.... -
Group respawn if the entire squad is dead.
4C3 replied to nyles's topic in OFP : MISSION EDITING & SCRIPTING
Im sure there is a way to do something like that with complicated scripting.. and creat unit commands and such, but I can tell you this... if you edit the "description.ext" and on the line that says, </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn="GROUP";<span id='postcolor'> Change it to, </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn=4;<span id='postcolor'> that way when a single unit dies they come back.. same with a player unit, any unit in the game thats playable will respawn... if the unit is not playable, it will die and never get played unitll the next game played! -
Is there any way to make a man hang?
4C3 replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
It kind of looks like the Man is staked onto the tree... :o or is it my imagination Proceeding me? lol -
Is this too PowerFull of a Unit, for a Officer that is? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ position[]={4449.169434,113.080551,6867.943359}; age="ACTUAL"; id=1; side="WEST"; vehicle="OfficerW"; player="PLAYER COMMANDER"; leader=1; rank="COLONEL"; skill=1.000000; text="u1"; markers[]={}; init="removeAllWeapons this; this addWeapon ""Binocular""; this addWeapon ""NVGoggles""; this addWeapon ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21""; this addMagazine ""M21"""; };<span id='postcolor'> If not, what should I make the enemies be, hard to beat?? If so, should I give them the same weapon types?? Would anyone suggest makeing the AI very hard to beat?? Â LOL
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Thanks Man! I'll have to try it... but it would be so much cooler if they landed on the Bases H I created where you start at! and Yes they are between Obstacles the buildings so to say on the Base...
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What do you think is the best way to edit!
4C3 replied to 4C3's topic in OFP : MISSION EDITING & SCRIPTING
Cool, sounds kind of like how I edit, I tend to make my missions as I go, and use commands in game like, "removeallweapons this; this addweapon "Binocluar"; ect.", and other simple Script commands like that, nothing major... -
How do you make some civilians into enemy?
4C3 replied to Rexxenexx's topic in OFP : MISSION EDITING & SCRIPTING
Civillains are good for number of reasons!! I like them for the fact that West East or Resistance wont shoot at them... so if you had a Mission where you had a support group and made them Civilains... they would not get shot at, and would support your men!! -
I need an idea for a mission. i've got...
4C3 replied to Wadi's topic in OFP : MISSION EDITING & SCRIPTING
I dont know what it is, but I like those kind of missions where its hard to beat.. but still manageable to beat, and you start alone and have to fight your way to join a group of Men, and they join your efforts, then you have to drive to another location, fight there, and then you loose your men there and then fight your way out and join more men, and fight as well... I know it sounds stupid.. but it makes the missions seem more realistic, like there are alot of people fighting... and the men who join you are also fighting before they get to where you have to meet them! Haveing it in the evening when its clear and easy to see.. then getting Dark and rainy with some fog before its all over with makes it hard to play and very scary! -
Now I have another problem... How do I tie a choppers landing to a H or H (Invisible)... and If I can tie them.. will it make the choppers land exactly ontop of the area where the H is?? and whats the difference between a viewable H and Invisible one... do they both work the same just one is not shown??
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ok this worked! This is for The Infantry Group... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Waypoints { items=10; class Item0 { position[]={4462.553223,112.362068,6897.287109}; placement=2.000000; combatMode="WHITE"; formation="COLUMN"; speed="FULL"; combat="SAFE"; description="Take Ammo If Needed"; expActiv="120 FadeSound 0.01"; synchronizations[]={}; class Effects { soundEnv="Hills"; }; timeoutMin=30.000000; timeoutMid=30.000000; timeoutMax=30.000000; showWP="NEVER"; }; class Item1 { position[]={4244.914551,116.737495,6996.925781}; combatMode="WHITE"; formation="LINE"; speed="FULL"; combat="AWARE"; description="Wait For Chopper"; synchronizations[]={}; class Effects { }; timeoutMin=45.000000; timeoutMid=45.000000; timeoutMax=45.000000; showWP="NEVER"; }; class Item2 { position[]={4244.991699,116.739136,6996.916504}; type="GETIN"; combatMode="RED"; formation="COLUMN"; speed="FULL"; combat="SAFE"; description="Get In Chopper"; synchronizations[]={33}; class Effects { }; timeoutMin=30.000000; timeoutMid=30.000000; timeoutMax=30.000000; showWP="NEVER"; }; class Item3 { position[]={2890.175781,128.801163,8729.453125}; description="Insertion"; synchronizations[]={7}; class Effects { }; timeoutMin=30.000000; timeoutMid=30.000000; timeoutMax=30.000000; showWP="NEVER"; }; class Item4 { position[]={3118.380859,180.092041,8699.031250}; combatMode="RED"; formation="LINE"; speed="FULL"; combat="COMBAT"; expActiv="240 fadeMusic 1"; synchronizations[]={6}; class Effects { track="Track15"; }; showWP="NEVER"; };<span id='postcolor'> And this is for the Choppers... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ side="WEST"; class Vehicles { items=1; class Item0 { position[]={23.999405,0.179207,12099.034180}; azimut=150.000000; special="FLY"; age="ACTUAL"; id=11; side="WEST"; vehicle="UH60MG"; player="PLAY G"; leader=1; rank="COLONEL"; skill=1.000000; text="MG01"; markers[]={}; }; }; class Waypoints { items=9; class Item0 { position[]={361.403809,9.436316,11474.113281}; combatMode="BLUE"; speed="NORMAL"; combat="SAFE"; expActiv="180 fadeMusic 0"; synchronizations[]={4,5}; class Effects { cameraEffect="AroundAndZoomINSlow"; cameraPosition="LEFT TOP"; track="7thLifeless"; }; timeoutMin=15.000000; timeoutMid=15.000000; timeoutMax=15.000000; showWP="NEVER"; }; class Item1 { position[]={4244.959961,116.738251,6996.880859}; combatMode="RED"; speed="FULL"; synchronizations[]={}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={4244.992676,116.739136,6996.913086}; type="LOAD"; synchronizations[]={}; class Effects { }; timeoutMin=30.000000; timeoutMid=30.000000; timeoutMax=30.000000; showWP="NEVER"; }; class Item3 { position[]={4244.935059,116.737808,6996.901367}; synchronizations[]={33}; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={2929.498291,131.975708,8634.330078}; speed="FULL"; combat="AWARE"; expActiv="240 fadeSound 1"; synchronizations[]={}; class Effects { soundEnv="Combat"; }; showWP="NEVER"; }; class Item5 { position[]={2890.041504,128.795685,8729.355469}; type="TR UNLOAD"; synchronizations[]={}; class Effects { }; timeoutMin=5.000000; timeoutMid=5.000000; timeoutMax=5.000000; showWP="NEVER"; }; class Item6 { position[]={2889.986572,128.785599,8729.591797}; type="GETOUT"; synchronizations[]={7}; class Effects { }; showWP="NEVER"; }; class Item7 { position[]={2890.230713,128.800354,8729.600586}; combatMode="RED"; formation="LINE"; speed="FULL"; combat="COMBAT"; description="Scout for Enemy Units"; synchronizations[]={}; class Effects { }; timeoutMin=30.000000; timeoutMid=30.000000; timeoutMax=30.000000; showWP="NEVER"; }; class Item8 { position[]={4463.962891,112.249329,6863.561523}; id=41; type="GUARD"; combatMode="RED"; speed="FULL"; combat="STEALTH"; synchronizations[]={}; class Effects { }; showWP="NEVER"; };<span id='postcolor'> And this is how I got it to work... Now all I got to do is figure out how to make a chopper taxi back and forth, and allow MP's over net get in choppers, and get out without syncing in my next mission.... :o
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Heres the Code.... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ position[]={2890.041504,128.795685,8729.355469}; type="TR UNLOAD"; synchronizations[]={}; class Effects { }; timeoutMin=5.000000; timeoutMid=5.000000; timeoutMax=5.000000; showWP="NEVER"; }; class Item5 { position[]={2889.986572,128.785599,8729.591797}; type="GETOUT"; synchronizations[]={9}; class Effects { }; showWP="NEVER"; }<span id='postcolor'>
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The "TRANSPORT UNLOAD" Â haveing a Delay worked... Â it worked fine, and I did not sync anything with "TRANSPORT UNLOAD" either... Â and I imagine "LOAD" would be the same! Â I will tell you if what I said works as soon as I get back from work.... Â
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So basically you would have to make the chopper start in air for quicker transit, and have a "MOVE" waypoint, then a "LOAD" (Make it wait at least 10 seconds or 30 before departing.) Then have it "MOVE" to where it needs to go, then have a "TRANSPORT UNLOAD" (make it also wait at least 10 seconds or 30 before going on.) Then have it "MOVE" then have it cycle it all again, or have it "GET OUT" then "GUARD" your group that was in the chopper. Then make a group with a "MOVE" or something simular to get to the destination if walking a far distance... then have a "GET IN" near where the chopper does a "LOAD" and make the "GET IN" have a 10 to 30 second delay before proceeding, and then have a "MOVE" where the transport will unload you at, sync the Groups "MOVE" with the Choppers "MOVE" or "GET OUT"... and thats how I think I would fix my own delima.. LOL
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Yeah I noticed that too... about the Helicopter out of sync thing...  I fixed some things by un-syncing waypoints..  for instants I synced a Transport Unload with a get out  and I tell you it was not a pretty sight.. it was kind of funny at first, I would tell my guys to disembark... and all of the sudden the heli would try to take off and fly up.. and all my men would be falling like birds without wings.. LOL  and they would hit the ground and die.  What I didn't know was that changeing the Get out with Move.. and giveing it a diferrent name so it wont be Dull with just "MOVE" when you play the game... For instance the arrow says "Insertion" instead of "MOVE"  in Game...  and Sync the get out for the men in helicopter with that move rather then the transport unload and move...  that way when you tell your men to disembark.. the helicopter will land and let your guys out before getting out themselfs....  I tested it and it automatically booted me out of the chopper and decided to fly up quickly, but the men I had to tell them to disembark.. and the chopper landed and waited for them.  That reminds me, maybe if I dont sync the LOAD  with the GET IN and give it a time before proceeding delay, it will work properly... hmm...
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Sure... Â Im makeing a mission.. and done with it for now... Â But, I made 2 groups with 3 LAW Soldiers, 3 Machine Gunners, 3 Snipers 1 medic, 1 Officer, and 1 Mortor Man in each group... Â and there are two BlackHawks that are supposed to pick us up... "LOAD" waypoint... Â and I synced the Get In with the Load... but only one team does it perfectly when a player like me and my Dad, plays the leader on each team/group. Â I would be able to make it in the chopper fine with all my men, but my Dad had problems and the chopper would leave him behind... Â So Im assumeing its a snyc error of some sort when over Multiplayer! NOTE: There are 2 choppers and each have there own pathways... so its not that either... :/ Im assumeing that helicopters dont do too well over network, becuase it works fine in single player... and also when my dad would try to tell the men to get in the chopper, they would say negative or say Cant get there..
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Im done with the mission I made. Â Only problem is when playing online over network I noticed a out of sync problem between host and client, and that when you lead one group, the chopper thats supposed to pick that group up wont do it... Â its like some sync bug... Â It workes fine when you let the AI lead... Â but its like the second team but not the first that has this problem. Â Also my Officer was not too powerfull... Â and a matter of fact I made the mission a little too hard! Â lol! :o I think my Dads getting mad at me, we have played the mission about 20 times and everytime it was not right.. or we would make it, and never be able to beat it, becuase our groups get wiped out too fast, even when we play slow and snipe out most of the enemies, but they still manage to beat us to a bloody pulp...