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AliMag

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Everything posted by AliMag

  1. @blackdog cpu; athlon 64 bit @ 2ghz ... But don't let the benchmark fool yeh... those Pentium processors cheat I tell you! Your CPU is NOT a pentium processor Â
  2. CPU: Athlon 1 Ghz RAM: 512 SDR VIDEO: GeForce 4 TI4200 RESOLUTION: 1024 x 768 x 32 BENCHMARK: 2521
  3. AliMag

    Operation: gargat

    Sorry mate, Cant download the file. It gives me to much problem (to slow, server busy,...) I'll wait for the final version Cheers AliMag
  4. AliMag

    New ofp launcher version 2.0

    good work man cheers (a big fan of your winter islands)
  5. AliMag

    Operation: gargat

    Hi Skul, I'm downloading it now... With the size of that file...hope there is nothing else to download cheers AliMag
  6. Hi everyone, Is there a function that will return true/false if the map is currently displayed on the screen (something like isEngine function)? The functions I have found in the comref are not what I need. Thanks in advance AliMag
  7. AliMag

    Black hawk down campagin

    the link is not working
  8. Hi iNeo, The problem is not only with player. It seems that the createVehicle command will NOT create anything on an already occupied location. It will always put the new created vehicle a few meters aside. It works with markers because a marker is not occupying any space. The workaround that I use is just creating the object at [0, 0, 0] location and move it afterwards. Cheers
  9. AliMag

    Missing in action

    let us know when you upgrade it to resistance compatible version. Will be more than happy to try it. Cheers
  10. AliMag

    Seb np2: short straight, released

    I had only a few minutes to have a look but according to what I saw this is a very well presented mission. Thumbs up for the use of the mapAnim command in the intro. Lot of atmosphere and you really feel like you were here. I'll give more impressions when I have more time to play. Well done Dinger
  11. Hi, Is there a way to stop the moves that a person in a chopper cargo does automatically? Even after removing all his weapons and ordering him to stop he continues his random moves like he got parkinson desease or something (it really looks weard without weapon). I even tried the switchMove "CargoVer1...CargoVer5", disableAI and setBehaviour "CARELESS" commands without any result. I just want him to stand still while he is having a conversation with another lad in the chopper. Thanks in advance AliMag
  12. AliMag

    Parkinson in cargo

    thanks for the reply Little Blue Assassin but I've found a solution using the switchMove "CargoVer1" in a loop. I was just afraid that the man would not be able to talk but I was wrong AliMag
  13. AliMag

    Battlefield 1942

    Crapiest demo I ever tried in my life. Jesus-Christ... Really hope that the game will be something else. But from what I saw...I'm scared!
  14. This is the list of the OFP Internal Voice Engine. I think they range from 1 to 41. You can use them with the SAY command. EX: player SAY "Eng29" 1: BASTARDS 2: BASTARDS 3: BASTARDS 4: EAT LEAD COMMIE SCUM 5: EAT LEAD COMMIE SCUM 6: COVER ME 7: COVER ME 8: DIE 9: DIE 10: DIE 11: DON'T SHOOT. WE'RE UNARMED 12: ENEMY SPOTTED. OPEN FIRE 13: EVERYONE OUT 14: EVERYONE OUT 15: FORWARD" 16: GET OUT OF HERE. WE'RE UNDER ATTACK 17: GET OUT OF HERE. WE'RE UNDER ATTACK 18: GET TO YOUR POSITIONS. WE'RE UNDER ATTACK 19: GET TO YOUR POSITIONS. WE'RE UNDER ATTACK 20: G0! GO! GO! 21: G0! GO! GO! 22: HELP 23: HELP 24: HEY, WHAT ARE YOU DOING THERE? 25: HEY, WHAT ARE YOU DOING THERE? 26: HEY, WHAT ARE YOU DOING THERE? 27: LET THEM HAVE IT 28: LET THEM HAVE IT 29: LOOK OUT 30: LOOK OUT 31: LOOK OUT 32: MEDIC, I'M HIT 33: MEDIC, I'M HIT 34: MEDIC, I'M HIT 35: SECTOR CLEAR, TAKE IT EASY 36: SECTOR CLEAR, TAKE IT EASY 37: STAY SHARP. THEY'RE ALL AROUND US 38: WE SURRENDER 39: WE'RE UNDER ATTACK. RETURN FIRE 40: WHO'S THERE? 41: WHO'S THERE?
  15. Sorry, the name of the mission file is mission.sqm and not mission.sqs
  16. Hi DrDeathGNJ, Sorry I did not have time to answer earlier. The best thing to do is to give you a working example but since we can't add any attachment in this forum we'll have to do it the long way. I'm going to give you 2 files right here that you'll have to copy and paste in files that you create. Just follow me. 1- Create a folder in your user mission folder call: EjectTest.Intro 2- Create in that folder a text file call: mission.sqm 3- Copy the text below between Start and End and paste it into the mission.sqm file that you've just created. ; -- Start -- ; version=11; class Mission { addOns[]={}; randomSeed=5286915; class Intel { }; class Groups { items=2; class Item0 { side="WEST"; class Vehicles { items=9; class Item0 { position[]={8727.078125,1.394088,3607.926270}; id=0; side="WEST"; vehicle="OfficerW"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=0.466667; markers[]={}; init="L1=group this"; }; class Item1 { position[]={8730.078125,1.394088,3602.926270}; id=1; side="WEST"; vehicle="SoldierWMG"; rank="CORPORAL"; skill=0.333333; markers[]={}; }; class Item2 { position[]={8732.078125,1.394088,3602.926270}; id=2; side="WEST"; vehicle="SoldierWG"; rank="CORPORAL"; skill=0.333333; markers[]={}; }; class Item3 { position[]={8734.078125,1.394088,3602.926270}; id=3; side="WEST"; vehicle="SoldierWG"; rank="CORPORAL"; skill=0.333333; markers[]={}; }; class Item4 { position[]={8736.078125,1.394088,3602.926270}; id=4; side="WEST"; vehicle="SoldierWLAW"; rank="CORPORAL"; skill=0.333333; markers[]={}; }; class Item5 { position[]={8738.078125,1.394088,3602.926270}; id=5; side="WEST"; vehicle="SoldierWMG"; skill=0.200000; markers[]={}; }; class Item6 { position[]={8740.078125,1.394088,3602.926270}; id=6; side="WEST"; vehicle="SoldierWB"; skill=0.200000; markers[]={}; }; class Item7 { position[]={8742.078125,1.394088,3602.926270}; id=7; side="WEST"; vehicle="SoldierWMedic"; skill=0.200000; markers[]={}; }; class Item8 { position[]={8742.078125,1.394088,3602.926270}; id=8; side="WEST"; vehicle="SoldierWB"; skill=0.200000; markers[]={}; }; }; }; class Item1 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={8578.294922,1.394088,3660.957031}; azimut=80.000000; special="FLY"; id=9; side="WEST"; vehicle="UH60MG"; leader=1; rank="SERGEANT"; skill=0.466667; text="helo1"; markers[]={}; init="""_x moveInCargo helo1"" forEach units L1"; }; }; class Waypoints { items=1; class Item0 { position[]={10768.175781,26.730000,4114.852539}; synchronizations[]={}; class Effects { }; showWP="NEVER"; }; }; }; }; class Sensors { items=1; class Item0 { position[]={9716.751953,29.834999,3890.745117}; a=250.000000; b=250.000000; activationBy="WEST"; age="UNKNOWN"; expActiv="[L1, helo1] exec ""eject.sqs"""; class Effects { }; synchronizations[]={}; }; }; }; class Intro { addOns[]={}; randomSeed=11095555; class Intel { }; }; class OutroWin { addOns[]={}; randomSeed=9350659; class Intel { }; }; class OutroLoose { addOns[]={}; randomSeed=13240835; class Intel { }; }; ; -- End -- ; 4- Save the file mission.sqm 5- Create in the same folder a text file call: Eject.sqs 6- Copy the text below between Start and End and paste it into the Eject.sqs file that you've just created. ; -- Start -- ; _group = _this select 0 _vehicle = _this select 1 _i = 0 _units = units _group _n = count _units hint "Drop zone" #EJECT_LOOP ~0.6 _u = _units select _i _u action ["EJECT", _vehicle] unassignVehicle _u _i = _i + 1 ? (_i < _n) : goto "EJECT_LOOP" exit ; -- End -- ; 7- Save the file Eject.sqs So now, you should have a folder EjectTest.Intro containing 2 files mission.sqs and Eject.sqs. 8- Now load OFP and in the editor select the desert island. 9- Load the mission EjectTest Run it! I made the chopper start in the air otherwise the squad should board it and not start in it (I guess). This thing works fine here. I've tested it before putting it there. So it should work for you to. If you want something more elaborate, you may have to use markers and scripting because of a bug with waypoints when using the chopper (since 1.46). Regards
  17. AliMag

    Attachement

    Hi everyone, A new member question: How do you add an attachement to a topic? (like in this one) Thanks in advance AliMag
  18. Check this post: http://www.flashpoint1985.com/cgi-bin....t=15491
  19. AliMag

    Attachement

    Thanks Mister Frag
  20. Hi Eraser-pt, Just use this command when you want the tank to stop: tankName setFuel 0 where tankName is (surprisingly) the name of your tank. That will leave the tank with no fuel (it should not be able to move) When you want the tank to be able to move again: tankName setFuel 1 You can also use the Stop command: tankName Stop true and tankName stop false to let it move again. Regards
  21. Hi DrDeathGNJ, Forget the second script. The first one is fine. What you have to be sure of is there is a group called L1 and that the members of the group are in a vehicle called helo1. Just to be sure let's try something. Load any island in the editor. Be sure the editor is in advance mode (up right corner). 1- create a group west 2- make the player leader of the group 3- in the player init field type: L1=group this 4- create a UH60 west 5- in the name field of the UH60 type: helo1 6- if the UH60 is link with the player group, just select Groups on top of the editor and drag a line from the UH60 to nowhere. That should cut the link with your L1 group. 7- in the UH60 init field type: "_x moveInCargo heli1" forEach units L1 (that will make all units of the L1 group start in the UH60) 8- now create some waypoints (at least 1) for the UH60 9- In the waypoint where you want your group to eject write in the OnActivation field: [] exec "eject.sqs" 10- save the mission 11- alt-tab and put the first script that you will rename eject.sqs in the mission folder that you just created. 12- try the mission from the editor. Normally, if you follow each step correctly, your chopper should take of, fly towards your waypoint and eject at 1 second interval every member of the L1 group. Try it and tell me what happend. Regards
  22. AliMag

    How to eject from heli?

    the eject action command needs a second parameter: unitname action ["eject", heliName] in your case, it should be the chopper name. Regards
  23. Hi Anders, Try the playSound command: playSound "soundFileName" where sounFileName is the same file name that you use with the SAY command. Since they are both define in the same section of your description.ext file you should have no problem. And the fact that the playSound command is not related to any unit, the sound should be steady. Regards AliMag
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