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Bart.Jan

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Everything posted by Bart.Jan

  1. Bart.Jan

    Mp coop hostage

    That trigger can be with 0,0 axis. and don't forget to remove all weapons from player in prison because he can shoot enemy without being shot back.
  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KTottE @ Jan. 09 2003,18:33)</td></tr><tr><td id="QUOTE">Random will produce random numbers, with fractions.<span id='postcolor'> Yes, but if you use number with fractions for SELECT, engine automaticaly rounds that number. It's standard math rounding : -0.4999 to 0.4999 is rounded to 0, 0.5 to 1.499 is rounded to 1 and so on. I posted script with several variables for better apprehending. You can also use : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _speech=["RUS1","RUS2","RUS3", ... ,"RUS19"] soldier say (_speech select (-0.499+ random (-0.001+count _speech))) <span id='postcolor'> The format thing sounds promising. I must try it.
  3. I think there is no simply way like unit say ("rus"+random19) try this : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _speech=["RUS1","RUS2","RUS3", ... ,"RUS19"] _number=(count _speech)-0.001 _pick=-0.499+random _number _picked=_speech select _pick soldier say _picked <span id='postcolor'>
  4. Bart.Jan

    Are you subconciously biased?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Your data suggest a strong automatic preference for Other peoples<span id='postcolor'> Is it because I met almost no arab people or I just watch TV news too much ? Â
  5. Bart.Jan

    Showmap only one player

    I have a similar problem. I have in init.sqs : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? cadetMode : showMap false <span id='postcolor'> and it shows map all the time regardless of difficulty. I didn't try on a dedicated server too.
  6. Bart.Jan

    Some questions

    about chopper : make waypoints not for it but for pilot. Example - move, move, get in, move, move, get out
  7. Hey, setcaptive thing didn't work for me in the past, but now it's working correctly. BTW where you lost your [DV] ? Â Â
  8. Bart.Jan

    One question:

    Liquid_Silence is basically right. Name your fireplace FP. Put in init line of fireplace : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this inflame true<span id='postcolor'> and then you can use condition for completition trigger or inside the script : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> !(inflamed FP)<span id='postcolor'> about JOIN command : name civilian as CIV and then use : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[CIV] join player<span id='postcolor'>
  9. If POWs are starting in the trigger area use condition : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this and (count thislist >2) <span id='postcolor'> tested  But you can not use trigger type : west detected by east.
  10. Bart.Jan

    Showmap only one player

    Check @ command in scripting reference. It waits for condition to be true. There is a loop. See the last line of script.
  11. Bart.Jan

    Showmap only one player

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if ((player == mapDude) and (mapDude hasweapon "M16")) then {showmap true;} else {showmap false;} <span id='postcolor'>
  12. Bart.Jan

    Could they have been stopped?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Jan. 03 2003,01:04)</td></tr><tr><td id="QUOTE">We didnt expect an austrian invasion, but even there were measures taken to blow bridges and there were at least 2 heavy bataillons in reach of their border. Â <span id='postcolor'> I know there were plan, for several big czech tank battalions, for swift austrian invasion that should have open another way to germany.
  13. Bart.Jan

    Mission editing contest

    Is it possible to move deadline again ? For example to Friday - 3th of January.
  14. Bart.Jan

    Silenced weapon toggle

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Dec. 29 2002,15:02)</td></tr><tr><td id="QUOTE">erm, any way we can count howmeny mags are left and mearly replace them with the unsilnced mags?<span id='postcolor'> You also must to check if player has pistol in his inventory. magazines player ... returns array of all magazines (grenades included) (you'll need small rutine to count exact magazines) player ammo "M16" ... count how many shots are left for given magazine type When you change clips by removeMagazines and addMagazine there will be always refiled clips. Maybe addMagazinePool and similar "Pool" commands can be usefull but I think there is no easy way to create magazine with certain ammount of rounds.
  15. Name your tanks : t1,t2,t3,t4 Then put into init line of your soldiers : this assignasdriver t1 this assignasgunner t1 this assignascommander t1 Every line for different soldier, for another 3 soldiers use t2 instead of t1 and for last 3 men use t3. Make get in waypoint near tanks and leader will send soldiers to their assigned positions.
  16. Bart.Jan

    Spot light

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ Dec. 24 2002,20:30)</td></tr><tr><td id="QUOTE">ParticleArray is just as the name says it, an array! What you think of is the drop-command!<span id='postcolor'> Of course it's array. I meant I don't know effect that this command can do. I think I saw some various lights in some user-made mission (Fairy Island), but I'm not sure.
  17. Bart.Jan

    Spot light

    May be there is some way without addon. May be ParticleArray command should be spotlight, but I don't know. I didn't played with this command. Does anyone know about some ParticleArray tutorial ?
  18. Make 1st waypoint (move) for reinforcements under their feet and synchronize it with trigger that is activated after all enemies in your sector are dead. Synchronize means that you click on synchronize button (on top of screen (shortcut key F5)) and then click on the trigger, hold the mouse button and drag line to specified waypoint, there release the mouse button. That waypoint lets pass units go through itself after synchronized trigger is activated.
  19. Bart.Jan

    Whats wrong with this script?

    You should add some backround about this script so people can know what it shoud do. But I read about your problem in another threat so I can try to help you. execute script by : [unit,group,"behaviour",timeInSeconds] exec "detect.sqs" (example : [player,Eastgroup1,"combat",360] exec "detect.sqs") </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;detect.sqs _player = _this select 0 _group = _this select 1 _state = _this select 2 _time1 = _this select 3 @(leader _group) knowsabout _player >=2 _i = _time _group setbehaviour _state #loop _group move (getpos _player) ~1 ? (_i + _time1) < _time:goto "loop" EXIT <span id='postcolor'> When leader of group(Eastgroup1) detect unit(player) he, with his group, will follow unit for timeInSecond(360s=6minutes) lenght of rime in "behaviour"("combat") behaviour. After time group will go back to their original waypoints path. time and _time are reserved variables. time returns time in second from start of mission and _time returns time from start of script inside script
  20. Bart.Jan

    Problem with ammo respawn?

    When you want add NVgoggles into ammo box you must use : this addWeaponCargo ["NVGoggles", 10] It adds 10 NVgoggles into that crate. addWeapon command is for units. to your next questions : 1) I don't know about limit 2) It doesn't matter
  21. Bart.Jan

    Addaction and variables

    I think it's not possible by your way. Command reference shows only : player addAction ["Hello", "hello.sqs"] And after executing addAction script there are always 3 parameters : _this select 0 : name of unit with action _this select 1 : name of unit that activated action _this select 2 : index of action If you want use some variable with script you must use public variable and use it in script.
  22. Or use my little precious script. It's bug free, now. I hope.
  23. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Dec. 20 2002,15:31)</td></tr><tr><td id="QUOTE">Bart.Jan, there is a bit of an error in your script. You have a sleep 0.001s long and then you remove the fuel. But the fuel rate is per second. That chopper will be running out of fuel very very quickly  <span id='postcolor'> You are right. I repaired it.
  24. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?!(local heli):exit #loop ~1 _i=0 ?getdammage heli >=0.25:_i=0.01 ?getdammage heli >=0.5:_i=0.05 ?getdammage heli >=0.75:_i=0.1 ?!(alive heli):exit heli setfuel ((fuel heli)-_i) goto "loop"<span id='postcolor'> I can see denior's script now but nevermind. Mine is slightly different. Â Repaired timing.
  25. Bart.Jan

    Respawning vehicles

    anywhere
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