Bart.Jan
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Posts posted by Bart.Jan
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Name at least one unit in each group (for example leaders of these groups) and exec this script.
[unit,[leader1,leader2,...]] exec "script.sqs"
where unit is detecting soldier
and leaderx are leaders of enemy groups.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;[unit,[leader1,leader2,...]] exec "script.sqs"
; _Es searching soldier
; _Wg array of enemy group leaders
_Es=_this select 0
_Wg=_this select 1
_i=count _Wg
?_i<=0:exit
_groups=[]
#loop
_i=_i-1
_groups=_groups+[group (_Wg select _i)]
?_i>0:goto "loop"
#check
_i=count _groups
#groups
_i=_i-1
;_Wg array of units in selected group
_Wg=units (_groups select _i)
_ii=count _Wg
#units
_ii=_ii-1
?(_Es knowsAbout (_Wg select _ii))>2 :goto "detected"
?_ii>0:goto "units"
?_i>0:goto "groups"
~5
goto "check"
#detected
;add some actions here
exit<span id='postcolor'>
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First give him at least one clip and then give him weapon.
this addmagazine "m21";this addweapon "m21";this addmagazine "m21";this addmagazine "m21";this addmagazine "m21"
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Daneel @ Dec. 22 2001,21:23)</td></tr><tr><td id="QUOTE">Hei,<p>I need a line of code which will activate when another car of any type is less than 3m from my stationary jeep.
Any ideas?<span id='postcolor'>
If jeep will be stationary and you do not want to change its location, you can use trigger placed right on jeep:
axis A,B : 5,5
activation : anybody present repeatly
condition : "car" countType thislist-[jeep] >0
Trigger will be activated when another car moves near jeep. But when jeep changes its location, it will not work as you want.
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I have OFP:Resistance v1.75
In comref manual is :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">nearestObject pos
Operand types:
  pos: Array
Type of returned value:
  Object
Description:
  Nearest building of given type to given position or object. pos may be [x,y,z, "type"] or [object, "type"].
Example:
  nearestObject [player, "StreetLamp"]
<span id='postcolor'>
But even example with StreetLamp returns error : type object, should be number.
In game nearestobject array should always have 3 number elements and then it returns nearest unit, but you can NOT specify type of object/building.
So there is bug in game or there shoud be in comref manual :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">nearestObject position
Operand types:
  position: Array
Type of returned value:
  Object
Description:
  Nearest object to given position. position must be [x,y,z].
Example:
  nearestObject getmarkerpos "MarkerOne"<span id='postcolor'>
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I would like to know how to recognize that street lamp was destroyed by gunfire.
LightIsOn lamppost allways returns previously set value even the streetlamp was destroyed. Is there any other command (or way) how to recognize if lamp is on or off ?
alive lamppost and getdammage lamppost didn't works.
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My desktop : 1024x768x32bit/100Hz. I'm using no wallpaper but double icons.
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You must use your "camp=true" in init.sqs . It can not be done during mission. You can add soldiers/vehicles only by createUnit and createVehicle after mission is loaded.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Red Oct @ May 22 2002,21:06)</td></tr><tr><td id="QUOTE">that figure looks macho but i dont understand why some troops ware blue camo and over it ware a forest camo vest? shouldnt it all be the same camo?<span id='postcolor'>
Combination of urban and forest area camo ? Maybe he is assigned to some park action.
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I played some sci-fi fps on Comodore 64. I can't remember name too. Maybe it was same game as on Amiga.
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No. Are you all right ?
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I think there is nothing wrong with them. Only AMD has better cost/performance and when someone buys AMD he must advocate his purchase.
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We are using condoms as cover for personal dozimeter probe (geiger counter), for muzzle protection and for personal protection.
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I don't like unofficial addons. I don't consider official addons as addons - I consider them as part of game.
If there is some really good addon it should became official, in my opinion. I don't think addon makers do bad job, but I think unofficial addons are not good enoght for me.
[if you (addon maker) are so good contact BIS, maybe they publish it] - (I read some complimentary posts about some sound addon, for example)
I can not tell you reason, it's just my feeling.
It's only my opinion.
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Hmm, I like this part :
- Requires no addons. works on standard v1.46 OFP
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You should post here that your trailer needs add-on.
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It's possible :
[soldier1,soldier2,soldier3,soldier4] join guy
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25. Let him starve for one week. Then show him 2 plates full of food and tell him "you can freely choose your plate"
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You are right. I have done mistake ! It should be :
this setpos [(getpos table select 0)+x,(getpos table select 1)+y,(getpos table select 2)+z]
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Name table as table and put into init box of laptop :
this setpos [(table selsect 0)+x,(table selsect 1)+y,(table selsect 2)+z]
Change x,y,z values (numbers)
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No, you need small script for it.
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It will show wps only on map screen. Always - means both in cadet and veteran mode but only on map.
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I played both Fallout 1 and 2. They are great games !
I played Fallout Tactic demo and I don't like it. I don't like real-time fallout fights and even in turn based mode it was strange. So I didn't play Fallout Tactic.
What about new game similat to Fallout ? Its name is Static and it's not finnished yet. Look at screenshots !
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If you set wps as visible always or in cadet mode you'll see wps on map, not yellow box during game. Yellow box is visible when you play in cadet mode (when you are trying play mission in editor, you are playing in veteran mode).
Problem with command "setovercast"
in OFP : MISSION EDITING & SCRIPTING
Posted
Are you sure it doosn't work ?
60 setOvercast 0 should make sunny weather. If you start with sunny weather you'll not see any change.