Bart.Jan
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Everything posted by Bart.Jan
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I can't find salary table for Czech Armed Forces. My salary, I'm warrant officer, is approx 11000 czech crowns/month ($325; 359€) included some extras and taxes. There are extras for hazardous duty, personal rating, some specializations, night time work, basic housing allowance, served years. I have salary comparable with the Junior Officer corps but it's bellow the national average. (I know paucity of people with salary average or higher than average  )
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It's nice picture . Isn't it Dante's hell ?
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How do you get the ai to do an action?
Bart.Jan replied to Sgt. Eversmann's topic in OFP : MISSION EDITING & SCRIPTING
There is action command. This is from official scripting commands manual : unit action action Operand types:   unit: Object   action: Array Type of returned value:   None Description:   Make unit to peform action. Format of action may be [type, target, param1, param2, param3]. Only type is required, target defaults to unit, param1, param2, param3 are type specific. But there is not list of possible actions and parameters in official manual. There is list of actions in unofficial one. -
Is there a way to convert mp3 files into ogg files
Bart.Jan replied to Sgt. Eversmann's topic in OFP : MISSION EDITING & SCRIPTING
Look at Vorbis page. There shoud be some converter. -
Try to use for this forum. Type respawn into Search Keywords, mark MISSION EDITING Forums, Search From This year and newer. Maybe you can find answer there.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tales_From_Topographic_Oceans @ April 30 2002,16:19)</td></tr><tr><td id="QUOTE">Another lighting question, how do I make a camp fire on when the mission starts? I assume in the Unit's field somewhere, I put a command. I have the 300+page editing manual plus some other 100+page command reference. All I need is a tip, and I will look it up.<span id='postcolor'> In init field of fireplace : this inflame true
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Try to use skill scrollbar in unit screen in editor. With slider in right soldier's AI is better and he has better sences (hearing,eyesight,reaction). The way with distance trigger : axis A,B=0 activation : nobody repeatly condition :(soldier1 distance enemy1) < 500 on activation : soldier1 dofire enemy1 soldier1 and enemy1 are names of certain units, so it works only for 1 soldier to shoot certain enemy. But I think, if distance is too large for soldier, he will not shoot enemy even he has command dofire.
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You can use ?(benchmark < 1000):setviewdistance 400 in any script (for example in init.sqs). Or, if you don't want to use script, you can use trigger : axis A,B = 0 activation nobody once condition : benchmark < 1000 on activation : setviewdistance 400 It should work for all units on map. Value of setviewdistance should be from 500 to 5000. (it's in official scripting commands manual)
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I'm Warrant Officer (WO1) in Czech Air Forces. (that's translation of Czech rank podpraporcik) We have same ranks in Army and in Air Forces.
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Here you can find my short story from Aculaud's Terror Tactics mission.
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Camera problems
Bart.Jan replied to LaserGuidedBunnyRabbit's topic in OFP : MISSION EDITING & SCRIPTING
Increasing Z value : Instead of getMarkerPOS "testcam1" put : [getMarkerPOS "testcam1" select 0,getMarkerPOS "testcam1" select 1,(getMarkerPOS "testcam1" select 2) + 2] Changing last number (+2) will change Z value. -
Czech Armed Forces : More pictures : http://www.army.cz/tapety/index.htm http://www.army.cz/foto/index.htm http://www.army.cz/acr/uniformy/index.htm
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In night time intro I barely can see heli. Try to change its behaviour so its lights will be on. Light off when it takes off or if it's near coast. When I finnish mission heli flyies with me to J9 (lower right corner of map) and it hovers there and mission didn't end. Good idea to not use waypoints. And as I can hear voice generator works well . I find your mission too easy. I cleared village with my team only. Some tips : -There is no need for ejection, if heli flyies in low altitude it can let you get out from 1m and fly away - it's faster and more safe. It looks weird when heli flies in low alt., then stops and clibs to high alt. and makes you eject. -Don't allow player to equip his team with laws. I gave laws to my team and they destroy armored veh. in no time. -Don't give binoculars to rest of team. They use it too often. Player is leader so he needs it. Rest of team is obbeying his commands so they don't need it. -I didn't see any guards in village. There shoud be several patrols near fence and few patrols in village vicinity (2 or 3-men patrols). And checking stations near road on each end of village. (-object in editor, I don't know english name for it in game) -There is field hospital so there should be at least one medic. -I don't think that any commander would allow dead bodies in his camp. If there are no living civilans (it can be warning for them), bodies should be buried or burned or placed in near forest far from village. Dead bodies are bad for hygiene and their smell can call attention of passing enemy. (but it looks good ) -When someone is in fortress, he can not see to direction where sandbags are. -M2 east sheltered by sandbags is good idea but it doesn't look real in game. Fortress2 should be better. -There should be more soldiers in village. -There is no need for stealth placing explosives. Add some alarm so when Russians detect presence of enemy they call reinforcement, behaviour of all units changes to combat, combat mode to yellow or red. Without alarm 3 spec-ops can clan whole camp, in game. Without shock effect it will not be so easy. -Destroying few ammo crates as important objective is not good. Ammo crates can't be dangerous during fight. It can be better for resistance to capture some ammo and weapons. Maybe, if there will be several tents full up with many ammo crates with explosives,ammo and weapons it can be good strategic target generally (+maybe with some ammo truck). But that ammo depot used to be heavy guarded. -When I played your mission there was no shilka there. But don't place alone unprotected shilka somewhere.(I don't know if it's random or it's fake objective) Create AA guard place. Place tent with several soldiers near shilka. Tent is for guarding soldiers. There shoud be active and resting guards and min one soldier with personal AA weapon or ammo crate with AA weapon. It's back-up weapon for emergency.
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How do i make myself, the player, be prone
Bart.Jan replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
Oh  , this works. -
Camera problems
Bart.Jan replied to LaserGuidedBunnyRabbit's topic in OFP : MISSION EDITING & SCRIPTING
Try this : _cam = "camera" camcreate [1,1,1] _cam cameraeffect ["internal","back"] position = getMarkerPOS "testcam1" _cam camsetpos position _cam camcommit 0 _cam camsettarget p1 _cam camcommit 0 Or this : (efect is the same as above) _cam = "camera" camcreate getMarkerPOS "testcam1" _cam cameraeffect ["internal","back"] _cam camsettarget p1 _cam camcommit 0 If p1 is man in some vehicle you must target that vehicle for camera. -
You can place inflame fire place 1m under ground. fireName setpos [x,y,-1] Or you can periodicaly, by script, create smoke shell at position X.
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How do i make myself, the player, be prone
Bart.Jan replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
I remember one old topic about your problem, but result was : it's not possible start mission with player in prone position. -
Condition for your trigger : ( "alive _x" count units IV1 ) == 0
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How do u make the game end when a civ comes near
Bart.Jan replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
If you mean if civilian comes near to another man then put into condition field of your ending trigger : (civ distance man)<1 where civ is name of your civilian and man is name of another unit. -
You can use trigger west detected by east for alarm.
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skiptime hours
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I read your post, but I'm too tired to find exact answer. You must make script witch gets position of your tank and uses this position to set position of your sitting soldiers. To place your soldiers properly you must use functions sinus and cosine. Btw can you translate l337 d3wds into English ?
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-Is there some message to HQ when player in near base to south of resistance camp ? I got no message and I can not call artilery support even there are several armored targets. -About Krabava Goislav,is there some mention in debriefing if I kill him ? -Advanced request : I think you should add some alarm to each base. It looks strange when on one side of camp soldiers are being shot and on other side soldiers are sitting or wandering with their weapons on the back and armored vehicles are staying on their positions with crew in. There should be crew out of vehicles and when alarm sounds they should run to their vehicles and start guard around base. Same for soldiers. Their behaviour should change and they should start guarding. I think alarm is essential in each military base on island where enemy is somewhere on it. They can not know who is attacking them. It can be litlle group diversion action but it can be a shock action of enemy. In one base can be mechanized group assigned to help any base in danger. There should be some guarding mi-24 - it can prevent player from using captured bvp or tank. Base in full alarm, with reinforcement caming, can be reason for player to not shoot all units in base but to quickly move somewhere else.
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After you join another group you automatically lost other wpts made for you. You are ordered by your new group wpts. If you want join group,leave group and lead another group : Create join wpt for player create join and lead,move,join and lead for 1st group you'll join. Then don't kick yourself from 1st group, but kick other members of this group. [man1,man2,man3] join grpnull.
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join command works only with array of units, not with single unit. So if you want kick yourself from group use : [player] join grpnull