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AchtungAffen

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About AchtungAffen

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  1. Hi, as I started to take serious this thing about scripting, I found out some stuff I need to make clear before I continue my mission project. First, is there a way to view a units speed? I want it for making a police patrol script, in wich if you travel faster than a certain speed, the cops will start chasing you Second, I've seen on the ComRef some stuff about dialogues. What are they? Is there a guide to script em? I'm interested in this, because my mission has some menues, wich I do now by using actions. But that can be bothersome, so I was looking on new ways to do this kind of stuff. Third: Map clicking. How do I do to capture the position when clicking on the ingame map? Fourth, waypoints. As I needed to do some script that would auto-populate highways depending on the presence of the player, I found out I didn't know how to do at least to waypoints for a unit created by code, and how to know when the unit has reached any of the waypoints. I know about the move command, but I don't know how to do 2 following and consecutive waypoints, and then knowing when the unit reached the last one so I can script a cycle or something. Thanks.
  2. I can't seem able to do that. I put removeallweapons, and then individual removemagazines for each weapon (grenade, hand grenade, m16, m60), but the ammo is still there! What can I do? Thnks BTW, now that I'm asking, is there a way to check the speed at wich a certain unit is travelling?
  3. AchtungAffen

    Problems with campaign mission progress

    I found out what the problem was, thanks to you for pointing that specifical file out. I copied the users folder through a CD, so some files ended up being read only. I changed the attribute and now everything works fine. Thx!
  4. AchtungAffen

    Problems with campaign mission progress

    I'm not so sure if I installed the compatibility patch. But anyways, I had the same problem with my saved missions from the resistance campaign. I had to restart it to get it working, still, I had played only 2 missions until I changed machines.
  5. AchtungAffen

    Resitance: last mission

    I ran away from the Spetz Natz looking for me at the house. But at the beginning of the mission, during the briefing I took an RPG. So I went there, to the airport, and some dunes before arriving, I happen to spot left an officer and another soldier. I had the luck to spot 'em before they did me. I killed. Then walked to the airport and killed at distance with my sniper rifle. Then came near the buildings and kept killing. Shot the planes from inside the hangars and thats it. So, Vic is not dead? How do you know??
  6. AchtungAffen

    Problems with campaign mission progress

    Even though I could continue playing with cheats, OFP still does not update my advances. So even if I may complete the missions, as soon as I got to the main menu again, I lose all progress!! That's what I want to solve. I copied all the files from the users folder... does OFP use some other files for campaign mission saving? For the next time: How can I make to put all my user played campaign missions on a fresh copy of OFP without these kind of problems?
  7. Hi, I'll explain what process led me into this problem: I installed OFP in a new PC. I then installed OFP resistance, and then the 1.96 (?) patch. Then I copied from my old computer's OFP directory, the folder with my username under 'users' folder, to my new computer's user folder. Then I tried to continue the campaign I was playing, the last 2 missions of 1985. When I pressed the campaign book I could see my completed missions allright, even the last save. But... I played Seek & destroy, passed it, played the last mission but couldn't stop the ICBM. So I cancelled and ended up on the main menu again. When I opened the campaign book to replay the last mission (the one capturing Guba), I found out that the book only had until the last save I made on the old computer, and didn't update my last completed missions!! How can I solve this? I don't want to play seek and destroy again! That was a hell of a hard mission, took me almost 3 months to find the way to complete it!! One more thing, probably off topic: When I saw the cutscene animation, when Guba shoots the girl... I could see the scenarios allright, but the characters where missing. So I ended up seeing pans through empty rooms, hearing voices, but seeing no characters. This happened while I ran OFP through OFP resistance.
  8. I was doing a d-day like mission, and to avoid a very easy massacre I decided to put some smoke on the ground. I mean, I'm not sure if it actually hides the soldiers from the enemy AI, or even if the soldiers will still walk to their waypoints among the mist. Still, I used an artillery script and "SmokeShell" as ammo, but because it is so small I decided to use up to 75 smokeshells at the same time. That ate all my resources and I got a 1 frame per 10 seconds rate. My PC is damn slow anyways. So, what I'm looking for is an ammo addon wich creates a bigger smoke curtain, bigger than the Officers smokeshell grenade, so I can get the same mist effect on the ground using less resources, and of course, if it does cheat the AI into not seeing their opponents. Thanks.
  9. AchtungAffen

    Script idea by a newb

    Just enableenddialog would do? What if I use ForceEnd or activate an End trigger? One question: what happens when I die and the script is executed? Does the AI end working? I thought I saw all the soldiers stop firing or something. One more thing... I tried to modify the script to show damage on vehicles... but I can't make it work... here's what I did: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_units=["a1","a2","a3","a4","a5","a6","a7","a8","a9","a10","a11","a12","a13"] _i=0 _units2=[] _code="" #loop2 _unit=_units select _i _code2=format["_x=(getdammage %1)", _unit] call _code2 _code=_code+format["%1 damage: %2\n",_unit, _x] _i=_i+1 dd=false ;10 names on page (11 lines on page) ?(_i mod 10)==0:dd=true ?(_i==count _units):_units2=_units2+[_code+"--end of list"];_code="" ?(dd and _i!=count _units):_units2=_units2+[_code+">>next page"];_code="" ~0.001 ?_i<count _units:goto "loop2" ;SHOWING RESULTS _i=0 #loop3 _code=_units2 select _i cutText [format["%1",_code],"plain"] ;pause between pages ~10 _i=_i+1 ?_i<count _units2:goto "loop3" #end bb=nil exit What's wrong?
  10. AchtungAffen

    Script idea by a newb

    Well, it actually worked and it really helps... its exactly what I've been looking for. Thanks! But, there's a problem when I put this code on OnPlayerKilled.sqs: When I die, I see the code allright, but the mission never ends, and I can't even press "escape" to exit the mission! What should I do?
  11. AchtungAffen

    Script idea by a newb

    I'm sorry I haven't replied this earlier, I was giving exams. Well, I first thank your efforts on this code, although I gotta say it sadly didn't work. I really don't understand much of what this code does, specially on the showing results part. I got an error on this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call _code I don't understand exactly what this does, but the error was that "_code" was an invalid parameter or something of that sort. So I tried to make that line a REM to check if the code worked without it, but just nothing happens. I've tried this on OFP version 1.75 (the first Resistance Version), so perhaps its a compatibility problem. Thanks nyways.
  12. AchtungAffen

    Script idea by a newb

    Well, I just tried: Seems like I can't display custom text with hintc, it doesn't work with the format option, so hintc cannot display string variables, just string text. Then I tried titletext and format, but I discovered that there's only a limited number of lines I can add, after that, it doesn't display text anymore... so, it seems that the cutscene through all the corpses would be the only option.
  13. AchtungAffen

    Script idea by a newb

    So, that onPlayerKilled.sqs is called by default when you die? I meant, can you do the following in OFP as you do in, for example, visual basic: Mystring1 = "West1:" Myinteger1 =1 Mystring1 = Mystring1 + str(Myinteger1) label1.text = Mystring1 ----So, the label text would display "West1: 1" If you don't know VB this does the following: the str function converts a number to a string, so if the number was 1, the string would be " 1" (space reserved for minus sign). So I add the string with the number to the original string, and then display it on the text of the object called label1. What I mean is: can I put numbers on a string variable, and then display the string variable with, for example, hintc?
  14. AchtungAffen

    Script idea by a newb

    Thanks for your help, although for what you said and I can understand, the script only lets me know if all the units are dead. What I need is to know exactly wich units are dead or not. But I can take portions of that code for what I need, here's what I've been thinking "reportdead.sqs" _groupwest=[west1,west2,...,westN] _groupeast=[east1,east2,...,eastN] "if (alive _x) then {...what should I do here?...}" foreach _groupwest In the "what should I do here" part, the code 'And here comes the problem, the part wich I don't know how to write: Now the code should check unit by unit, from both groups, if they're alive or not, and it should write in a HintC, all units and their status, for example, this could be the hint thing: "West1:0 West2:1 West3=0 West4:0 East1:1 East2:0 East3:1 East4:1" Although I don't know if you can mix variables and text and then print them with the hintc command. So, when I activate the trigger, probably a Radio Alpha or something, it should activate that function, and make a hint appear listing the status of all the units. Is this possible? How can I finish the rest?
  15. AchtungAffen

    Script idea by a newb

    The only info I require is the name of the ai units killed, vehicles too, but I also need to record the death of the crew. EDIT: By name I mean the name you provide to each one of the units... not the name OFP gives them like "John Doe" or something. Actually, the cutscene idea is great, I can only see one problem... what happens if I die during the mission? The cutscene will never show up, right? I was planning to record the deaths, due to my lack of knowledge in the script thing, with a trigger for each one of the units, with the condition: not alive "Unit": nameofunitdeadvariable=true or perhaps instead of that using an array for all the deaths, and in each element put the id or name of the killed soldiers, still I don't have an idea on how to use arrays... I'm learning it now. I believe that instead of the trigger I cold use this "@ not alive "unit".... or something, but honestly, I don't know how to use that either...
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