Bart.Jan
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Posts posted by Bart.Jan
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Oct. 21 2002,01:32)</td></tr><tr><td id="QUOTE">Thanks guys
Does the number mean anything? Will -999999 make "my" units attack me faster? Because right now they take a lot of time to realise im there and shoot me...
Thx <span id='postcolor'>
I think -1 has same effect as -999999
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">player addRating -10000<span id='postcolor'>
It deducts 10000 points from your rating so it will be surly less then 0 and you are consider like traitor.
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When you want to move unit, you need x,y,z axis.
unit setpos  [x,y,z]
getpos unit -returns x,y,z axis of object
getpos unit select 0 -grabs 1st value from position array (x)
getpos unit select 1 -grabs 2nd value from position array (y)
getpos unit select 2 -grabs 3th value from position array (z)
so
this setpos[(getpos this select 0),(getpos this select 1),7]
means : object stays in its original x,y position but in height of 7m.
And
this setpos[(getpos this select 0),(getpos this select 1),(getpos this select 2)+7]
lets unit stays in original x,y position but it moves it 7m higher then it was previously.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">player knowsabout unit >=2<span id='postcolor'>
Use this condition in trigger and when player detect unit it'll activate.
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Can this be usefull ?
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
#start
~0.001
?_change==time:goto "start"
;your calculations
_change=time
goto "start"<span id='postcolor'>
or
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
#start
?_change==time:goto "aftercalc"
;calculation
#aftercalc
;something
_change=time
~0.0001
goto "start"<span id='postcolor'>
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When you want to run outro in editor, you must have player placed in it.
If you want test outro in mission :
outro-win is started after succesfully accomplished mission (trigger type end#1 - end#6)
outro-loose is started by trigger type loose
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Try to switch them off by
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
lamp switchLight "Off"<span id='postcolor'>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Oct. 18 2002,06:12)</td></tr><tr><td id="QUOTE">... anyone know how to just set height?<span id='postcolor'>
this setPos [getPos this select 0, getPos this select 1,(getPos this select 2)+10]
moves object 10 meters higher then its previous position
and
this setPos [getPos this select 0, getPos this select 1,10]
place object on same x,y position but to altitude 10 meters.
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It looks (from your picture) like when you change only z value of position, whole object is placed on itself even it shouldn't be there.
Try to change value, save work in editor, load another mission and run it then exit it, then load back your mission and check if object is placed where you want it to be. Maybe it's similar problem like with description.ext.
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Try this script. But you must find how long  (in seconds) is bmp in fire after destroying and put that value into script.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_burnT1 = bmp1
;waits until bmp is destroyed
@(getdammage _burnT1) == 1
;time of destruction
_start=time
; Â Â Â Â Â \/ here put time (in seconds) in which bmp stops fire
_stop=120
#hurt1
;hurts player if he is 6m near bmp
?(player distance _burnT1) <= 6:player setdammage (0.1 + getdammage player)
;this exec your another.sqs script when he is near bmp and near death
?((getDammage Player >= 0.8) && (player distance _burnT1<= 6)): [] exec "another.sqs"
;when bmp stops fire sript ends so it's safe to be near wreck
?(time>(_start+_stop)):exit
~0.1
goto "hurt1"
<span id='postcolor'>
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It can be done by trigger (do not cover whole area you want to protect with it, but make only square borders by several triggers):
activated by : anybody - repeatly
on activatin : [thislist,"west"] exec "border.sqs"
border.sqs script :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;[array of units,"unwelcome side"] exec "border.sqs"
_units= _this select 0
_side = _this select 1
_i=count _units
#loop
_i=_i-1
_unit = _units select _i
?(side _unit == _side):_unit setdammage 1
?_i>0:goto "loop"
exit
<span id='postcolor'>
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You can record it on video-recorder if you have tv-out on graphic card and record it back to computer if you have tv-in. But it's not handy sollution.
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I wonder how will look english-dubbed scene where Czech pilots are learning English.
I like this film. Nothing special for me, but I like it. Â
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Change script to :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_AmmoType = "Heat120"
_units = _this select 0
_i=count _units
#more
_i=_i-1
_Explosion = GetPos (_units select _i)
_cx = _Explosion select 0
_cy = _Explosion select 1
_cz = _Explosion select 2
_tempObj = _AmmoType camCreate[_cx, _cy, _cz]
~0.01
?i>0:goto "more"
exit
<span id='postcolor'>
And call it by :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[thislist] exec "explosion.sqs"<span id='postcolor'>
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Try :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
"[_x] exec ""explosion.sqs""" foreach thislist
<span id='postcolor'>
If it will not work, you must execute :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[thislist] exec "explosion.sqs"<span id='postcolor'>
but you must change script so it will not work with unit but with array of units.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Oct. 13 2002,10:57)</td></tr><tr><td id="QUOTE">Put this in the M2's init field:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this Setbehaviour  "stealth"<span id='postcolor'>
RED<span id='postcolor'>
I tryed this and it doesn't work for me.
Even if  I'm commander of MG and I order "Stealth" (7-1) lights are still on. And I can not order through radio action (6) to turn off lights.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rastavovich @ Oct. 13 2002,13: 00)</td></tr><tr><td id="QUOTE">Well, you can also make a changed config.cpp where you define a weapon over a satchel charge but make it not possible to drop down, those weapon you give to a civilian model. (you may make it Resistance side, but then you have to make it nearly invisible for AI units). After that it should search its targets itself, without any script.<span id='postcolor'>
I think it will not work when somebody download his misson and do not modify his/her own config.cpp. Â
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Try this :
first place objective object 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">"markerName" setMarkerPos getPos object<span id='postcolor'>
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Oops. I saw only road motorcycles. No offroad. Â
I don't know why to use offroad. Maybe only for well trained drivers to deliver some very important messages. Maybe some kind of back-up for signals troops.
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I saw military motorcycles at last 6 years ago and it was used for messengers. In Czech Armed Forces.
I think because of mobility. Even if there is trafic jam motorcycle can slip through.
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In Czech Armed Forces :
Regular Underwear for conscripts :
green trunks (I don't know if it's same word for boxer shorts) from very unpleasant material of all sizes. Material fastly degrades after washing.
Green socks - durable, but winter socks are from unpleasant manmade fabrics.
White singlet (or undervest) Â durable from wool and manmade fabrics.
I'm not sure now but I think consripts are issured with 5 trunks, 10 or 15 pairs of socks, 3 or 5 p. of winter socks, 5 singlets and several green t-shirts and vests(jerseys).
Underwear is washed by military laundry and the laundry is responsible for repairing. There is one day in week for exchangin underwear - dirty -> clean. There is no name on it so that one must hope there will be his size in pack from laundry. Or they can wash it themselfs.
But nobody checks what uderwear conscrips wear so they can use their own. It's not disallowed so it means it's allowed.
for proffesional soldiers :
we are issured with :
5 white trunks - durable and comfortable
15 p. of socks (blue for air-force, green for army - colors of uniforms)
5 winter socks (same as for conscripts)
several green and white t-shirts and green vests(jerseys)
we can use our own underwear or we can use special "points" for buying military one (points are used for buying all but combat clothing/underwear - combat one is issured)
(every year we are issured with plenty of these points)
There is no military laundry for us - we are responsible for our underwear and uniforms. We can only change combat clothig for clean and repaired one. (Military laundries are responsible for combat cl.)
I take as many pieces of underwear as I need. And when it's dirty I packed it or, with military one in field, when situation is really bad I bury (or burn) them - but mostly there is possibility to wash it even in winter.
Females receive some extra money for buying their own underwear and shoes (not combat shoes of course).
There is same thermal underwear for conscripts,pros and even women. But it's horrible (gray, uncomfortable, awful material) Â and nobody wears it when it's not really necessary. Mostly everybody wears their own.
Only preffered and elite corps troops are issured with special thermal underwear.
There are (and there will be) many changes because of transformation of Czech Armed Forces. There will be no conscripts, less of people in CzAF generally and much better material provision and logistic as well. I hope.
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favourite one : dogs that likes me - I feel there is some bound between man and dog
most hated : dogs that are aggresive to me - mostly small dog races  - I can't understand why they are aggresive on me
and 2nd place hated animals :rats - embodiment of dirt and illnes
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I made also suicide script  :
It is drugged bomber who doesn't care about shooting and speed of his target  and with simple explosion.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;Bart.Jan's suicide bomber script :
;calling : [target,suicide bomber] exec "sucideb.sqs"
_target=_this select 0
_bomb=_this select 1
;prevent accidental inital explosion
_bomb reveal _target
;bomber is drugged so he don't care about shooting
_bomb setbehaviour "careless"
#loop
;bomber knows target's position so he is chasing it
?(_bomb knowsAbout _target >=1):_bomb move (getpos _target)
;bomber is near target so he is going to explode
?(_bomb distance _target <4):goto "boom"
~0.2
;bomber reached last known position of target and he can't see it so he decided to explode
;or he can start searchin procedure or whatever you order to him :)
?(unitReady _bomb):goto "boom"
goto "loop"
#boom
;insert animation or taunt here
;and bomber explodes
_explode = "shell125" camCreate (getPos _bomb)
;or use resistance (only?) big explosion :
;_explode = "Bomb" CreateVehicle getpos _bomb
;_explode SetDammage 1
exit<span id='postcolor'>
There shoud be interesting sript for recognizing of nearest enemy units (targets) but it needs properly working nearestUnit command (will be in next patch  )
But it's possible even now to make script that locates visible enemies (targets) for bomber but you must use trigger for it.
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Bosun condition shoud be :
suicideCiv Distance target<2
Johanvc it looks like good script. You have little mistake in calling :
call with [bomber,(list bombertrig select 0)] exec "suicidebomber.sqs"
These little mistakes may confuse unexperienced scripters.
Variables
in OFP : MISSION EDITING & SCRIPTING
Posted
1st trigger on activation : x=1
2nd trigger on activation : y=1
3rd trigger condition : (x+y)==2