Bart.Jan
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Posts posted by Bart.Jan
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erm... yes... maybe... but... is it working? Â ÂYes, it is.
Or you can try to make variable to be objNull in init.sqs<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">variable=objNulland then check condition<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">isNull variable
So you can have boolean with 3 values:
1)true, 2)false, 3)objNull or "scalar bool array string 0xfcffffef"
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">!(alive ammo1) and !(alive ammo2) and !(alive ammo3)
or
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">!(alive ammo1 or alive ammo2 or alive ammo3)
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Instead of trigger use game-logic unit (named point).
Then check condition:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player distance point < 50 and tank2 distance point < 50 and canMove tank2
This replaces circular trigger with 50,50 axis (for land units only).
You can check this condition in some trigger or in some script.
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What's missing? ÂHere's the whole stringtable.csv:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Language,English
msg1,"Approaching %1."
msg2,"%1 captured."
msg3,"Retreating from %1."
and then you can use<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint format[localize "msg1",town]
player globalchat format[localize "msg1",town]tested
Or do you want to use xxxRadio commad? If so, do you have radio messages defined in the description.ext ?
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succesI'm sorry, but is the word succes spelt wrong? Should I type success into the trigger instead?
Yes, it's spelt wrong. Â You can use even success. It's the name of variable (not the command) so it depends on you.
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How how do I make the mission so that it ends when obj's 1&2 are completed?In init.sqs:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">obj1=false
obj2=falseThen add<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">obj1=trueto the completion of obj1 and<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">obj2=trueto the completion of obj2
and the condition of the ending trigger will be<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">obj1 and obj2
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Into init.sqs put<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">succes=true
Change conditions of both triggers to<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this and succes
and add<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">succes=falseinto both on activations fields.
So trig1:
Quote[/b] ]condition: This and succesOn Activation: z1 setflagtexture "\flags\unitedkingdom.jpg";"1" ObjStatus "DONE"; succes=false
On Deactivation:
and trig2:
Quote[/b] ]condition: This and succesOn Activation: z1 setflagtexture "\flags\unitedkingdom.jpg";"1" ObjStatus "FAILED"; succes=false
On Deactivation:
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Try:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{(!(canmove _x) or !(canfire _x)) and "Man" counttype [_x] == 0} count thislist == (count thislit) - ("Man" counttype thislist)not tested
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I installed DxDLL and the "Reflections, trilinear filtering, sharpen user interface and handle printscreen key" functions are working great but I found that I had to completely disable the postprocessing or else the entire screen would double, the main part I could see would be a blurry ghost and the other part is expanded and moved to the far bottom right. Â Here's a screenshot:http://home.earthlink.net/~asmodeus777/dxdll_bug.JPG
Radeon 9200 SE 128 MB
I have exactly the same problem.
Radeon 8500 AIW; Catalyst 4.6; winXPpro sp1; OFP v.1.96 with no unofficial addons.
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T_D @ June 30 2004,16:35)]_i = 0_ma = [[1,2,3],[],["a","b","c"],["alpha"],[]]
_ha = []
_anz = count _ma
#loop
_a = _ma select _i
?(count _a >= 1):_ha = _ha + [_a]
_i = _i + 1
?_i >= _anz : goto "next"
goto "loop"
#next
_ma = _ha
exit
does exactly the same as my example:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_a=[[1,2,3],[],["a","b","c"],["alpha"],[]]
_tmp=[]
{if (count _x>0) then {_tmp=_tmp+[_x]}} foreach _a
_a=+_tmp
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ÂT_D @ June 30 2004,10:03)]What happens when you write this :<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">masterarray -[]
Nothing:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_a=[[1,2,3],[],["a","b","c"],["alpha"],[]]
_a=_a-[]
_a=_a-[[]]
_a=_a-["alpha"]
_a=_a-[["alpha"]]
hint format["%1",_a]
And the result is:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[[1,2,3],[],["a","b","c"],["alpha"],[]]
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I'm not sure I get it, so only brief:
example: I have an array with the empty subarrays:
_a=[[1,2,3],[],["a","b","c"],["alpha"],[]]
and I want to change it to the array without the empty subarrays:
_a=[[1,2,3],["a","b","c"],["alpha"]]
If it's so, then I can use:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tmp=[]
{if (count _x>0) then {_tmp=_tmp+[_x]}} foreach _a
_a=+_tmp
tested
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There is no command for this afaik.
You can use this function:
init.sqs:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameIt={call loadFile "name.sqf"}
nameit.sqf:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_it","_nms","_b","_t"];
_nms=["REDFRED","BLUEFRED","BLACKFRED","WHITEFRED"];
_it=_this select 0;_i=count _nms;_b=true;
while {_b and _i>0} do {_i=_i-1;_t=_nms select _i;
call format [{if (%1==_it) then {_b=false}},_t]};
if (_b) then {_t=""};
_t
You must put quoted names to _mns array. For example you name your jeep newjeep in the editor so you must put "NewJeep" into _nms.
If the object is not in _nms then returned name is empty string "" .
Usage:
for example script name.sqs:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_AJeep=_this select 0
_name=[_AJeep] call nameIt
?_name!="": titletext[format ["Name: %1", _name], "Plain down"]
exit
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still, when the chopper lands, it will get the sector, but this is ok...You can use condition that counts only with land units:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"Land" countType thislist > 0
or with soldiers only:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"Man" countType thislist > 0tested
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Suggestions?<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{alive _x} count (units terr1) + (units terr2) + (units terr3) == 0
or not so reliable
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">count (units terr1) + (units terr2) + (units terr3) == 0tested
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit fire ["kozliceballmuzzle","kozliceball"]
and
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit fire ["kozliceshellmuzzle","kozliceshell"]tested
Look to comref at event handler "fired" description and then look at fire command. When you combine it you can find how to make unit fire from (almost*) any weapon.
*I don't know how to make AI fire from A-10's cannon
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I have mission during evening and outro during morning. It wont be nice to have 10 hours mission time in debriefing screen.You can save mission time before in-mission-outro and after that, right before debriefing, switch time back to saved value.
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">...
~3
east5 move getmarkerpos "inf4move"
[east5] exec "patrol.sqs"
;----------------------------------------------------------------------------
;End of Soldiers and Beginning of Tanks
...
Replace [east5] exec "patrol.sqs" with your own line that execute your patroling script.
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group name is p1<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
s1 in h1 && s2 in h1 && s3 in h1 && s4 in h1 && s5 in h1 && s6 in h1
Does anyone know of a shorter way than typing out each individual unit? Â And what about two or more groups instead of just one?
condition:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x in h1} count units p1 == {alive _x} count units p1
and for two groups in one heli:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x in h1} count (units p1)+(units p2) == {alive _x} count (units p1)+(units p2)
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ehh, what if someone in the group dies? will it still work?Don't worry. Test it yourself.
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for one group: group (F2) leader of the group with the trigger and then change trigger activation
for more groups: do not group it but change condition to:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x in thislist" count (units groupA)+(units gropuB) == "alive _x" count (units groupA)+(units groupB)
tested
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format ["%1Ready",_unitstring] = FALSE doesn't work I get an error.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call format ["%1Ready=false",_unitstring]
And then you can use Unit1Ready (boolean global variable).
tested
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( Â Â i m stil getting an error (div / 0)and if i remove the the ortmsg=-1 Â and the @ortmsg>-1
it works in editor, but i get an scalar bol error in dedicatet server
You have:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#wait
ortmsg=["SaintPierre",...]
@ortmsg>-1
...It must be:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#wait
@ortmsg>-1
ortmsg=["Saint Pierre",...]
...
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@isNull>-1 Â makes me an error, unvalid number null[#]Oops. It must be
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@ortmsg>-1
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#wait
@ortmsg>-1
ortmsg=["Saint Pierre","Morton","Provins","Lamentin","Monignac","Gravette","Meaux","Saint Phillippe"] select ortmsg
cutText [format["Starting location: %1",ortmsg],"plain down"]
~2
safezonemsg1 = true;PublicVariable "safezonemsg1"tested
I need help with the syntax for a script
in OFP : MISSION EDITING & SCRIPTING
Posted
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">count (crew vehicle - [driver vehicle, gunner vehicle, commander vehicle]) == 0