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BaronVonRed

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Everything posted by BaronVonRed

  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Stylez @ Nov. 20 2002,22:48)</td></tr><tr><td id="QUOTE">Thanks for your Help Baron. It all works perfectly now. My problem was this: I was attaching the triggers to the players using "group". I also was under the assumption a trigger would no go off if the unit was not in the radius of the trigger. Your demo map was worth a thousand words <span id='postcolor'> Anytime, dude, glad I was able to help!
  2. BaronVonRed

    Tutorial#5

    If all you want to do is have the squad parachute, you don't even need a script. Here is The Baron's straight-forward, easy to learn parachute technique: 1) Create the chopper, name it chopper. Set it's "SPECIAL" to "FLYING". In it's init field, put: this flyinheight 100 2) Create your (west) squad (on the ground). Be sure they are not "grouped" to the chopper. Name each squad member (s1, s2, s3, etc). Set all their "SPECIAL" to "IN CARGO"; In each of their INITIALIZATION fields, put this: this assignascargo chopper; this moveincargo chopper 3) Assign the waypoints to the chopper so that it flys over the area of the drop. 4) Make a trigger where you want the drop (which should coincide with the chopper's waypoints). Make sure there are no other WEST soldiers inside the trigger detection range. TRIGGER: (once) AXIS: 20x20 CONDITION: west present ACTIVATION: s1 action["eject", chopper]; s2 action["eject", chopper]; s3 action["eject", chopper]; unassignvehicle s1; unassignvehicle s2; unassignvehicle s3 You can even make yourself one of the squad members and it will automatically eject you. You can also fancy it up however you want (including the use of foreach in the activation field, but I suggest you get the above working before you make any changes). If, for any reason, you cannot get this to work, send me your email and I will send you the mission files where I have implemented this and it works.
  3. BaronVonRed

    Hiding the map

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Impavido @ Nov. 20 2002,19:51)</td></tr><tr><td id="QUOTE">Maybe I need to be more specific, i want to be able for a team to blow up a radio tower. When that tower is down the oposing team is blind on their map, How would you do this?<span id='postcolor'> Well, assuming you CAN disable the map (I would test that first - put it in your init field and see if you can see the map). TRIGGER: (once) CONDITION: !alive mytower ACTIVATION: player1 showmap false; player2 showmap false But the 'showmap' may not take that, so you'd have to check the player names in a script: ? (!local): exit ? _this == player1: showmap false ? _this == player2: showmap false So then your trigger would look more like: TRIGGER: (once) CONDITION: !alive mytower ACTIVATION: player1 exec "myscript.sqs"; player2 exec "myscript.sqs"
  4. BaronVonRed

    2 simple questions

    You do like I said and do some research, start by searching the forum. Uhhhhhh, ever try using follow as a search word? If so, then I guess you saw THIS? And it didn't answer your question?
  5. That is very interesting about the GUARD wp; very powerful - so are you saying he will move even if his 'knowsabout' the incident is zero if it is triggered as you described?
  6. BaronVonRed

    Hiding the map

    I don't think you can change the showmap value once the game has begun, but I could be wrong. If I am wrong, and you CAN change it in-game: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? (!local): exit ? _this == player1: showmap true <span id='postcolor'> You get the idea...
  7. Neat, I didn't know that about GUARD. So then a SENTRY wp with a setunit pos would place him standing up and never move?
  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (tboy @ Nov. 20 2002,19:17)</td></tr><tr><td id="QUOTE">Balschoiw is right.. and if i wont give him way points he may move if he want... ex. when you shoot at another soldier he will run to the nearest hideout... but what i want is: i want a solier that won't move at all<span id='postcolor'> He's still gonna hit the dirt if shot at or near, unless you use the setunitpos command. Hmmm, I wonder what he would do if you used a GUARD or SENTRY wp type? Balschoiw?
  9. Don't give him any waypoints, and put this in the init field: this setunitpos "up"
  10. BaronVonRed

    2 simple questions

    Check out page two of this forum...
  11. BaronVonRed

    2 simple questions

    Really not trying to be rude to you, but the answer is the same: use the search function Seriously, we just had a discussion about this a couple of days ago...
  12. BaronVonRed

    2 simple questions

    Tons of stuff related to this in this forum - use the search funtion
  13. Well, it would help if you said which addon you are referring to Have you gone back to the source of the addon and searched the site and/or made contact with the author?
  14. I'll do what I can from memory since the game is not accessible to me at the moment: 1) Create a player (west), name him player1 2) Create a trigger for player1 (REPEATEDLY): CONDITION: alive player1 ACTIVATION: player1 exec "weapons.sqs" The weapons script is where you load out his weapons. You don't have to do this in a script, but it will be easier to add more players if you do. I recommend for now that you don't use a script until it to work the simpler way. Just type everything on the activation line, for example: removeallweapons player1; player1 addmagazine "steyrmag"; player1 addweapon "steyr" Then leave it at this till you get it all to work, then fancy it up later. Now create a label called "Respawn_West" - without the quotes, and make sure that is the name of the label. Put this label wherever you want respawn to occur. Now edit the description file (or copy and edit one from another mission or template) and add: respawn="base" Now create a east soldier right in front of you and let him kill you. You should respawn at the labeled location. That should do it, but there is one more note you should be aware of, and this MAY be what's killing you. Each time that you make a change that you want to test, you have to save:export to multiplayer, exit mission builder, start a multi-player server, then run your game. It gets worse: if you want to change it and retest, you have exit all the way out of the entire game, remove the mission from MPMISSIONS, restart the game, enter mission editor, make changes, save, save again with export to multiplayer, etc, etc. Sorry for all the typos here, but I was typing really fast and only use two fingers! Let me know how it went.... I won't see new postings till tomorrow, so if it still doesn't work, contact me via email and send me your email address and I'll send you a complete zipped deathmatch-like mission that is simple to modify, etc.
  15. I'm not sure what you mean? Are you asking how to make respawn itself work?
  16. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Stylez @ Nov. 19 2002,17:21)</td></tr><tr><td id="QUOTE">That's what I thought, but I wasn't sure that it wasn't some in-game function which I shouldn't be messing with. I am a mad scripting wizard when it comes to NeverWinter Nights... I'm just having a hell of a time understanding OpFlash <span id='postcolor'> I am only just getting into scripting myself. I am a programmer by trade, so I am coming up to speed quickly, but I agree it can be very complicated. Some of the guys that post in here are scripting Gods....
  17. Using the "select 0" means it is trying to pull the 0th (1st) word out of the array, but you aren't passing it an array at the exec command, hence the errors...
  18. That's because in your script you using a "select" to setup variable names. Something like: _me = _this select 0 Change that to: _me = _this Then, in the calling trigger: PlayerName exec "scriptname.sqs" Might also check out Balschoiw's script...
  19. Might also check this out.
  20. BaronVonRed

    Can the ai land a plane?

    Yes, it will work, but only on the main-land airport (located on the west side of the main island).
  21. Yes - be sure not to put binocs on snipers - only the spotters... The trigger solution is probably more effective if you want "god-like" snipers (thanks Balschoiw), although the sniper team concept is more realistic. Just depends on your need. Another thing about the sniper team approach is that it gives the player the ability to weaken the sniper team if they can take out the spotters, but you may not want that in every application.
  22. It's one of the character attributes on one of the pull-downs when you create or edit the character. Sorry I can't be more explicit, but I'm at work now. When you pull it down, some other choices are: IN FORMATION FLYING IN CARGO By having it set to "none", it means the unit won't get up and try to go into formation when the game starts. Did you find it? Note that a good way to test this is to have an enemy (of the sniper team) set on NEVER FIRE waypoint that passes by your targeted area. Make yourself one of the snipers and see how quickly the spotters give contact info over their radio - keep adjusting the spotters until you get it the way you want.
  23. Here's a little known fact about snipers: most people don't realize that professional snipers seldom work alone, especially military snipers, and this is reflected in OFP. If you want to make your snipers EXTREMELY effective, do this: Create a soldier, be it an officer or sniper, or whatever will blend in well with the surrounding terrain. Take away all his ammo (or removeallweapons this, be sure he has binoculars or if night nvgoggles) and set his position to down. Set his "special" to none. Now group one or more snipers to him, also set to position down and special=none. Make sure the spotter is group leader. Now visually place the snipers where you want them (place them, then go in and visually inspect them), then place your "spotter" in a position much closer to where you suspect enemies and hide him good. Using the above scenario will cause the spotter to identify targets MUCH quicker and since he cannot shoot, he will automatically order one of the snipers to target and fire on the spotted enemy. The second sniper will automatically shoot (without being ordered to by the spotter) when the enemy gets closer. This will significantly extend the range at which your snipers will actually start shooting. If you have enough terrain to hide in, use multiple spotters, but make sure you keep the "rank" of the spotters higher than that of the snipers. Hope you find that useful......
  24. BaronVonRed

    Chopper loading probles

    Provided I am not doing a "hot pickup", I usually give the chopper a getout waypoint, then a short move waypoint, then a get in waypoint. All of these are almost on top of the chopper itself. I sync the move waypoint to the getin of the squad I am loading. Thus, the pilots and crew wait until we are loaded, then they get in and start up then move to their next waypoint. Kinda hokey, but it is very reliable. Make sure you properly use the assignascargo and unassignvehicle with the units you are loading. Hope that is helpful.
  25. BaronVonRed

    Help needed for running scripts

    The problem is not with the script, but how you are calling it. In your script, this line: _me = _this select 0 means that you must pass the script an array at execution. Change it to: _me = _this Next, name your player in the name field (like MyPlayer). Then, in the trigger activation field: MyPlayer exec "scriptname.sqs" This will pass the name "MyPlayer" into the script as _this which will get assigned _me. Hope that helps!
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