Bart.Jan
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Posts posted by Bart.Jan
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Another posibility for random weather :
(random 180) SetFog (random 1)
(random 180) SetOvercast (random 1)
I used random weather and starting time for couple of my missions. It works.
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You are wrong. When soldier is driver he performs all actions as car. (Don't forget to synchronize load,unload waypoints with get in,get out)
For your problem make get out waypoint for resistance driver and then move (or some other) waypoint for him and he leaves empty vehicle.
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If jeep is needed to move before, make last waypoint get out. Resistance driver leave vehicle and will be stand next to car.
If jeep is not needed to move, just place on map empty jeep.
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After cycle waypoint units goes back to first waypoint.
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2) When you synchronize trigger with wp (or there is some condition in wp) units go directly to this wp and there waits. When trigger is activated (or condition is true) units activate the wp and continue to next wp.
So - synchronize trigger with wp that is near your tanks. They will be waiting there and when allarm is sounded they will continu to next wp.
AT4 ammo in ammo box :
in initialization of ammo box write this command :
this addmagazinecargo ["AT4Launcher", 5]
This will add to ammo box 5 of AT4 launcher missiles. Maybe you must scroll down in command menu in game when you can't see missiles in that box.
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Crete trigger type failure with condition not(alive nameofpilot) .
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Place resistance respawn marker to same lacation as east respawn marker.
There are names of respawn markers for all sides in game :
respawn_east, respawn_west, respawn_civilian and respawn_guerrila.
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This condition is true when gunner position in vehicle is empty.
(isnull (gunner nameofvehicle))
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In editor you play in last played difficulty. So start one singleplayer mission in cadet mode,then go to editor and preview will be in cadet mode where you can see units on map.
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1)at waypoint to field on activation type this: soldier1 action["getout"];unassignvehicle soldier1;soldier2 action["getout"];unassignvehicle soldier2
Soldiers, named soldier1 and soldier2, disembarks at this waypoint even they are players.
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1)make trigger :
 activation nobody repeatly
 condition (daytime>7.495 and daytime<7.505)
 Trigger will be activated every day in 7:30am (daytime=7.5)
2)No, they are considered as resistance group even their leader dies.
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I got version 1.40 and there is some bug with east mines. When east pioneer is member of your sqad and you are commander, you can command him to put mine. But if you play as pioneer on start of mission you got error message "Picture equip mine/e/e...minee.paa not found".
Possibly it's the reason the script command "this fire ["put","mine"]" don't works.
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I tried this. It can't be done by guard waypoint.
There are two ways to do it :
1) Make waypoints for civilian and waypoints for soviet and synchronize them.
2) Group your civilian with group of soviet. He will be part of their sqad.
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Respawn works only in multiplayer.
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Place 2 markers on map, name them RESPAWN_EAST and RESPAWN_WEST.
Add these lines to description.ext file :
respawn=3
respawndelay=10
Soldiers will respawn on these markers.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (drewb99 @ Feb. 18 2002,03:03)</td></tr><tr><td id="QUOTE">Yes they can silly  :p
But they just won't shoot anybody, Civilians are defined in the game as just that, people who run away when the shooting starts. Â You'd be better off if you made an extar addon with a civilian for the Resistance side, then you could make him shoot whoever you want.
And making a guy pick up a gun isn't as simple as an Action command. Â I don't know the exact command myself, but you'd be best advised to look somewhere in www.ofpeditingcenter.com<span id='postcolor'>
When I give weapon to civilian, he fires to russians.
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Try this :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">a10 reveal target;a10 commandTarget target;a10 commandFire target<span id='postcolor'>
or this
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">a10 reveal target;a10 dotarget target;a10 dofire target<span id='postcolor'>
a10 - name of plane
target - name of target
You must find proper positions of target,a10 and waypoints.
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I don't know about error log. Only possible way is to take screenshot by printscreen key. But I think sometimes an error message doesn't fit a simple line on screen.
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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">hint format["%1",crew car - [driver car]]<span id='postcolor'>
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Foreach can not be use with condition. It's only for use with commands. You can use this script :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">allunits=[]
_count=count _this
_i=0
#more
?!((_this select _i) in allunits): allunits=allunits+[_this select _i]
_i = _i + 1
? _i < _count : goto "more"
exit<span id='postcolor'>
It's important to make empty array (allunits=[]) before you first start work with it.
Beginner question part deux
in OFP : MISSION EDITING & SCRIPTING
Posted
-Units are visible on map only in cadet difficulty.
-Waypoints are visible on map only when you mark them visible in cadet mode or visible always.
-Yellow (or orange - depends on eyes) square (box) is vissible only in cadet mode when you are leader or you are ordered to go somewhere to do something.
-Grouping units : Grouped units are linked by blue line. When you want to group units press F2 (groups), click on first unit, hold button and move cursor to unit you want to link to and then release button.
You can place some predefined groups by F2 and double-click on map.
-Grouped can be also triggers with units. Then you have another list in activation box.