Bart.Jan
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Everything posted by Bart.Jan
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You can not use command  enableAI because such command not exist. I don't know about way to make unit move after unit disableai "move". (same problem with "target" and "autotarget")
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You can change your and your mates weapons only if you are leader. If you are grunt you must fight with weapon you obtain from your leader. So if you will edit mission you can not choose weapon but you can play with one you edit in mission.
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Just create some filename.txt file in your mission directory and then rename it to filename.ext . BTW Do you know that Hind is MI-24 , do you ?
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Still I got no reward for yellow car and I got no reward for ural from convoy that was not completely destroyed.
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Make join waypoint for captive, then near join and lead waypoint for your sqad and synchronize these two waypoints (press F5 and drag line from one to other). Squad can not exceed 12 members.
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Can someone look over my mission?
Bart.Jan replied to Fenna's topic in OFP : MISSION EDITING & SCRIPTING
It works fine for me. I'm using OFP czech ver.1.46. In some older topic I read about same problem as you have, but I don't know how it was solved. -
Can someone look over my mission?
Bart.Jan replied to Fenna's topic in OFP : MISSION EDITING & SCRIPTING
You personaly set up 2nd player as sniper not officer. If you have not choice for selecting player check if you placed mission to MPMissions or missions. -
Problem with event correlation
Bart.Jan replied to mailor's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (kuzmich @ April 01 2002,11:02)</td></tr><tr><td id="QUOTE">Another idea: 1.For B : set MOVE waypoint before JOIN and synchronize it with A's JOIN. This way B won't move to his JOIN before A completed JOIN of his. Hope it helps.<span id='postcolor'> I think that Mailor don't want to join man A and B in exact order A -> B. He wants join other memebers in order players wants to so player can join with man B first and then collect man A. -
Problem creating a public variable
Bart.Jan replied to Psycho1's topic in OFP : MISSION EDITING & SCRIPTING
If you use </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x setpos [(getpos _x select 0), (getpos _x select 1), (getpos _x select 2)+ 2]" foreach thislist<span id='postcolor'> then it moves 2 meters above ground all units in trigger area. The problem is to find how to pick tanks from array of various units. Maybe some script ? Here is the script : In trigger on activation place :[thislist,"tank"] execute "nameOfScript.sqs" </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_units= _this select 0 _type = _this select 1 _i=count _units #loop _unit = _units select _i-1 ?(_type countType [_unit]>0):goto "actions" goto "afteractions" #actions _unit setpos [(getpos _unit select 0), (getpos _unit select 1), (getpos _unit select 2)+ 2] #afteractions _i=_i-1 ?_i>0:goto "loop" exit<span id='postcolor'> It doesn't work for 100%, I don't know why. -
Can someone look over my mission?
Bart.Jan replied to Fenna's topic in OFP : MISSION EDITING & SCRIPTING
Yes I changed pilot of heli from officer to pilot and I added a gunner. If you want to have heli controled by officer just change pilot to officer  . and another thing : every time I played as officer (pilot) I died in heli if I didn't eject manualy. Rotor failure script working only for AI soldiers that are not crucial for your mission. Whole crew of heli dies and then all are revived. -
Problem creating a public variable
Bart.Jan replied to Psycho1's topic in OFP : MISSION EDITING & SCRIPTING
Use condition : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"""tank"" countType [_x]>0" count thislist>0<span id='postcolor'> condition must be always true or false -
Can someone look over my mission?
Bart.Jan replied to Fenna's topic in OFP : MISSION EDITING & SCRIPTING
Check your e-mail. Your mission is back. -
Hmm, interesting. I want to know too.
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Meantime I got taxi driver blue award, super leader (or something like that). But nothing with yellow skoda.
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So inform player that all his equipment and weapons was lost in Apache and place some dead soldiers (enemy or allies) near crash landing with some weapons. Though falling helicopter may accidentaly squeeze some soldiers, don't you think ?
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Problem with event correlation
Bart.Jan replied to mailor's topic in OFP : MISSION EDITING & SCRIPTING
Instead of placing join waypoints place move wps. Create 2 triggers. Both axis A,B set 0,activation nobody once, for 1st trigger: condition :(player distance manA)<5 on activation : [manA] join player for 2nd trigger: condition :(player distance manB)<5 on activation : [manB] join player -
Problem creating a public variable
Bart.Jan replied to Psycho1's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Mar. 31 2002,16:00)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"tank" countType thislist<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"""tank"" countType [_x]>0 and side _x == East" count thislist >0 <span id='postcolor'><span id='postcolor'> More explanation please : "tank" is string (values are from official scripting refererence - String Values - Vehicle) side _x == East => _x is unit - but where I get a value ? Is similar like "_x blabla" foreach blabla ? Am I understand it right ? -
Can someone look over my mission?
Bart.Jan replied to Fenna's topic in OFP : MISSION EDITING & SCRIPTING
Don't use Outlook or something like that. Compress the mission and send it as attachment. My e-mail is fine. I checked it. -
If some variables can be used in another mission of campaign then make script which will check your weapons,binocular and nvgoggles (player hasWeapon "weapon") and result save to array. Example of array : weapons=[$"weapon",T/F binocular,T/F nvgoggles] I don't know how to check number of grenades,magazines,smokes etc. Execute script at end of mission, make similar to arming soldier at beggining of second mission. Maybe you can always say that soldier lost his grenades and magazines in destroyed Apache.
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Try some from these fan pages. Everything I know about scripting I learned from tutorials that can be found on these pages and from some old topics from this forum.
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I would be glad if in updated version of Scripting reference will be list of all posible actions, for unit action action, with all parameters like unit action ["takeweapon",?,?]. And more : list of all reserved variables with examples of use something about addaction and similar scripts (I found that there is array of parameters [actionOwner,actionCaller,actionIndex?,?])
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Make another move waypoint for captive before getin (in order move - getin) and synchronize trigger with move waypoint.
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Are you using some addon ? Maybe there is bug in it. Try to edit mission file mission.sqm and change side of towers from side="EAST"; to side="EMPTY";.
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Problem creating a public variable
Bart.Jan replied to Psycho1's topic in OFP : MISSION EDITING & SCRIPTING
Here is repaired script (I repaired only syntax not functionality): </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Object=_this select 0 _xval=(Getpos _Object) select 0 _yval=(Getpos _Object) select 1 _zval=(Getpos _Object) select 2 _invisiblehxval=(Getpos invisibleh) select 0 _invisiblehyval=(Getpos invisibleh) select 1 #start ?(_xval < _invisiblehxval + 5) and (_yval < _invislbehyval + 5)or (_xval < _invisibleh - 5) and (_yval < _invisiblehyval - 5) : Goto "actions" Goto "start" #actions this setpos _Object [(_xval), (_yval), (_zval)+ 2] Goto "start" <span id='postcolor'> - In #action you only place object 2 meters above groud. You don't need to read object's position beacuse you did it the beginning of script. (you read _xval,_yval,_zval of object). May be better should be don't use only invisibleH named invisibleh but use whichever object you enter as script parameter. So rewrite 5th and 6th line of script to </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_ih = _this select 1 _invisiblehxval=(Getpos _ih) select 0 _invisiblehyval=(Getpos _ih) select 1<span id='postcolor'> and you will execute this script by [objectName,invisHname] exec "scriptName.sqs" - If you use neverending loop in script place delay command (~delayInSeconds) before goto. If delay command isn't in loop script is slowing down whole game too much. Place for example ~5 if you guard big area or ~0.2 if the area is small. - If you want check spheric (or circle) area you don't need ivisible H's position and condition is simple : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Object=_this select 0 _xval=(Getpos _Object) select 0 _yval=(Getpos _Object) select 1 _zval=(Getpos _Object) select 2 _ih = _this select 1 #start ?(_object distance _ih)<5:goto "actions" ~0.5 goto "start" #actions this setpos _Object [(_xval), (_yval), (_zval)+ 2] ~0.5 Goto "start" <span id='postcolor'> If you want to guard not wide rectangular zone you need XY coordinates of invisible H and condition will be more complex. I use new variables _North,_South, _East and _West. Their value is distance (I think in meters) from invisible H. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Object=_this select 0 _xval=(Getpos _Object) select 0 _yval=(Getpos _Object) select 1 _zval=(Getpos _Object) select 2 _ih = _this select 1 _ihxval=(Getpos _ih) select 0 _ihyval=(Getpos _ih) select 1 _N=5 _S=10 _E=6 _W=7 #start ? (_xval >=(_ihxval-_W)) and (_xval <=(_ihxval+_E)):goto "NS" ~0.5 goto "start" #NS ? (_yval >=(_ihyval-_S)) and (_yval <=(_ihyval+_N)):goto "actions" ~0.5 goto "start" #actions this setpos _Object [(_xval), (_yval), (_zval)+ 2] ~0.5 Goto "start" <span id='postcolor'> If you want air units to be undetected by this script change first condition (after #start) to : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?? (_xval >=(_ihxval-_W)) and (_xval <=(_ihxval+_E)) and (_zval < 2):goto "NS"<span id='postcolor'> -
1) for infantry and tank group place one move waypoint up and secon cycle waipont down the road. 2) if pilot starts out of heli, place for him get in waypoint on heli with condition :(op1 in heli) and (op2 in heli) where op1 and op2 are names of your blackops soldiers and heli is name of your helicopter. Another wp for pilot will be move to some location. How to make soldiers para drop from helicopter you can find somewhere in this forum.