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Artak

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Everything posted by Artak

  1. Didn't quite understand that bit, but the basic idea is that you can have any type of markers to apear on the map when 'something happens'. If I remember right, all markers have to be created before hand in the editor. If you don't want to reveal them to the player at start you set their size to 0,0 in editor. Then you can control them with commands setmarkersize and setmarkercolor during the mission using either scripts or triggers or whatever.
  2. Artak

    east turns on east

    Have the leader of the squad whose side you want to switch to join to a higher ranking unit of some other side. The squad's side will turn to the one the higher ranking unit is on.
  3. Artak

    Timers?

    Yes. This is why the trigger options box has a setting called "Countdown" (and timeout). There are three values to set to control the amount of time that it takes for the activation field to kick in. min, max and mid. setting each to 5 secs will launch what ever you have the trigger to do in 5 seconds after the trigger has been.. uhh.. well triggered. if you put min: 3 max: 10 and mid: 5 then the activation time is something between 3 to 10 seconds. Easy huh?
  4. Artak

    Ac130 circling

    Guiding airplanes in OFP has always been a pain in the butt. To get a plane circling AND to a specific direction AND around a specific unit (AND firing at the same time too maybe?).. that sounds a bit too much. In any case, I don't think it can be done within the editor, you may very well have to resort to external scripting, as in a sqs file. It's been a long time since I've last written a line of code for OFP, but here goes nothing. You need to place your plane and name it in the editor. Then place the target unit and name that one too. Next create this script file: planesupress.sqs ---------------- _plane = _this select 0 _target = _this select 1 #loop _plane domove [(getpos _target select 0)-400, (getpos _target select 1)] @ unitready _plane || !alive _plane ?!alive _plane: exit _plane domove [(getpos _target select 0), (getpos _target select 1)-400] @ unitready _plane || !alive _plane ?!alive _plane: exit _plane domove [(getpos _target select 0)+400, (getpos _target select 1)] @ unitready _plane || !alive _plane ?!alive _plane: exit _plane domove [(getpos _target select 0), (getpos _target select 1)+400] @ unitready _plane || !alive _plane ?!alive _plane: exit goto "loop" You can try it out by executing it from a triggers init line or some place like that. The exec line should state something like this: [planename, targetname] exec "planesupress.sqs" The above will probably need some tweaking (or a lot) and there are more scientific was of calculating the circle, but if the above does it then it'll do. Good luck
  5. Artak

    Multiplayer campaign

    It's not possible persé, but something along those lines. You can do it by using the OFP's creation commands. For example, you can set up a scenario (a mission) to Durras and once it's completed fade the screen to black, deletevehicle all the remainings from the first scenario and create a new one to Lamentin pharhaps. Brief the players with a cutscene and titletext and create new enemies using createvehicle and createunit commands. You can use setpos to move the players or do whatever. So, technically it's somewhat possible in the sense of a campaign, even a very dynamic one, but there are setbacks of course - it takes some very advanced MP scripting skills to do it, and of course it's still one mission in the MP pool with no savegame option. OFPEC has many wonderful scripts and tutorials for MP mission builders and will be a big help in this project, should you take it on.
  6. Artak

    Parachuting from a plane

    Hey. Check out OFPEC Editors Depot for more ready-made scripts and snippets. Here's one that might suit you straight away or with a bit of modification: http://www.ofpec.com/ed_depot/index_new.php?action=details&id=298 "Drops one paratrooper per second until all units in the group are in the skies"
  7. Artak

    Altitude

    Heya. I'm not 100% sure but maybe it could be done with some sneaky sqf. OFPEC has dozens of sqf files that you can explore. Here's one example: http://www.ofpec.com/ed_depot/index_new.php?action=details&id=88 It "Computes the height above sea level", so maybe it's exactly what you're looking for(?)
  8. So, what is it that you really want to know? I don't see a question anywhere.
  9. Artak

    Welcome Back Placebo!

    Welcome back Paul. How's the fish at Singapore?
  10. Artak

    Microsoft Surface

    First impression: "cool". Second thought: "It must have a billion usefull applications in military and business environments." Third: "After all these years of hardly moving my wrist more than two inches on my mouse, I wouldn't want to be waving my hands like that all night long on a screen. That can cause some severe trauma on my puny muscles".
  11. Artak

    Falklands Mod 1.0 Released

    OFPEC mirror: Falklands Mod @ OFPEC mirror Also find all the other needed addons from above url.
  12. OFPEC mirror: CWMOD @ OFPEC mirror
  13. Artak

    GRAA Modpack 3.0

    OFPEC mirror: GRAA @ OFPEC mirror
  14. OFPEC mirror: SLX @ OFPEC mirror
  15. Artak

    AI FOV

    I don't think there are any, at least none that I've come across. Probably why you're lacking replies in this topic too.
  16. Congrats to all the prize winners! As so often in OFP MP, my shot went to the opposite direction, towards the friendly column. ---Start Promotion--- Everyone who DIDN'T win, don't forget the OFPEC TrackIR cutscene competition. You still have a chance there. ---End Promotion---
  17. Oh dear, I think I just immobilized a friendly BMP. I still have one hope though, that the best position to ambush the friendly tanks is also the best position to attack the Abrams.
  18. Try experimenting with something like {! canmove _x} foreach units thislist in a large trigger covering the whole battle area.
  19. Artak

    Unit creator?

    If you edit the unit configs isn't that addon editing and not so much mission editing? Wouldn't others who want to play the mission need that modified config as well? Wouldn't you say that this is a whole different area in OFP editing and really doesn't relate to the editor or mission editing at all?
  20. Artak

    Deleting.

    It is. Use the same way you use to delete vehicles. Just because the command is called deletevehicle doesn't mean it can't be used on anything. If you mean a player by 'person' I would expect the game to crash. If you ment AI unit, then yes, you can delete those too.
  21. Artak

    Creating units

    Always remember to add magazines first and then the weapon for them. If you add weapon first and magazines after your gun will show up empty in game and you'll have to reload to get the mags in use. AI does this automaticly but sometimes it's not good to have 50 AI units reload at the same time when the missions starts. Also, I can't help to notice that you've asked many 'beginners' questions recently here. If you really are just starting your journey towards the OFP mission building, you should get familiar with external scripting as soon as possible. It will make many things a lot easier on you. For example this whole weapon changing thing could be done very easily and efficiently with a simple sqs file.
  22. Artak

    HELP ...

    Huh? "Help us to help you"?
  23. No such command as getvelocity but speed will give you a unit's speed in km/h. So yes, Dynamite_cow, you're basically right it should be possible. However, it will require a bit more advanced mathematics to get check the direction the car is heading in x,y,z and then applying the setvelocity command accordingly. Back when the setvelocity command was introduced with 1.75 (or was it 1.85) I made an ugly afterburner script and tested it with a moped.. maybe I could dig it up and modify a bit.. let's see.. [mytank] exec "speedlimit.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 #loop ?speed _unit > 5: _unit setVelocity [3*(sin(getDir _unit)),3*(cos(getDir _unit)),1] ?endspeedlimit || !canmove _unit: exit ~0.05 goto "loop" The above is not tested, so it may not work or at best you need to fiddle with the values. Due to how setvelocity works it's not possible to apply it to a soldier unit (or other units except vehicles and objects) unless the unit is not on the ground. In other words, if your soldier is 1 meter above ground then you can use setvelocity on him, but if he stands on ground the setvelocity will have no effect. You could of course raise the soldier with the setpos command a little bit off the ground before applying the setvelocity but I figure that would look rather nasty
  24. Artak

    9K32 Strela AA

    weapon: 9K32Launcher ammo: 9K32Launcher
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