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Bart.Jan

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Posts posted by Bart.Jan


  1. You can not use

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">car1 = this select 1<span id='postcolor'>

    because you have some unit named car1 (reserved variable problem)

    Next you have inifinite loop

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    #here

    ...

    goto "here"<span id='postcolor'>

    (maybe it's reason why car disappears. When chute hit the ground it disappears and because car1 has always position of chute it disappears too)

    Next I don't think

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">car1 setpos [getpos this select 0,getpos this select 1,(getpos this select 2)+100]<span id='postcolor'>

    inside script moves car 100 meter high. Instead of this use car1.


  2. Name helicopter heli, put into init line of pilot :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this assignasdriver heli<span id='postcolor'>

    put into init line of 2nd pilot (gunner) :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this assignasgunner heli<span id='postcolor'>

    Then they should board their assigned positions when they reach getin waypoint.


  3. Make trigger that cover station area - acivated repeatly by anybody with condition :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    "Bus" countType thislist >0

    <span id='postcolor'>

    Trigger will be activated only if any bus enters its are. (but there can be problems if another bus enters area with another one already inside)

    And then you can execute "getin" script with parameter thislist (that is array of all units in trigger area) from trigger's on activation line :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    thislist exec "getin.sqs"

    <span id='postcolor'>

    You must filter these object in your script.


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shashman @ Feb. 09 2003,20:43)</td></tr><tr><td id="QUOTE">And BartJan could you explain a bit what you are suggesting I do?Thanks<span id='postcolor'>

    It's condition of trigger that you want to use (use it instead of default condition this).

    If you want trigger that is activated by any ground unit (men,car,tank) just use this condition of that trigger :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    {"land" countType [_x]>0} count thislist >0

    <span id='postcolor'>


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (nam_viet @ Jan. 30 2003,20:26)</td></tr><tr><td id="QUOTE">but what is the name of that bullet?

    that's what i'm looking for. biggrin.gif<span id='postcolor'>

    If you want to know name of any bullet just play as gunner of that unit and put this event handler into its init line :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    this addEventHandler ["fired",{hintC format["bullet name :%1",_this select 4]}]<span id='postcolor'>


  6. If captives are grouped together (one group) then name whole group (captives) and you can use :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    {_x setCaptive false} forEach units captives;(units captives) join group<span id='postcolor'>

    If captives are not in one group then use :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    {_x setCaptive false;[_x] join group} forEach [cap1,cap2, ...]<span id='postcolor'>


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Junker @ Feb. 09 2003,03:07)</td></tr><tr><td id="QUOTE">End will finish the mission<span id='postcolor'>

    End in mission will finish mission.

    End in intro will finish intro.


  8. I think there are some bugs in OFP briefing browser. I saw similar problems in several mission even there are no unusual things in briefing.html.

    In addition I have problem with multi-sided briefing. West x East briefing is ok, but everytime I add resistance or/and civilian side their objectives are shown for west and east too.


  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JAP @ Feb. 10 2003,16:42)</td></tr><tr><td id="QUOTE">If you use the "knowsabout" command you can have 4 degrees of detecting.

    1 least => 4 : knows exactly where enemy is.

    Especially with binocs us the knowsabout command at 4.

    I m at work now, but something along the lines of

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit knowsabout enemy >4<span id='postcolor'>

    I ll correct tonight when home.

    Cheers<span id='postcolor'>

    But "knowsabout" doesn't work properly for player. It's ok for AI soldiers but player's results vary.

    There is some mention about it in some post from Suma.


  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shashman @ Feb. 08 2003,20:18)</td></tr><tr><td id="QUOTE">How do I make it so that the trigger is only activated by the infantry and not by a chopper?<span id='postcolor'>

    Another way :

    condition of that trigger

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    {"man" countType [_x]>0} count thislist >0

    <span id='postcolor'>


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Little Blue Assassin @ Feb. 08 2003,08:03)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (InqWiper @ Feb. 08 2003,17:53)</td></tr><tr><td id="QUOTE">[getpos this select 0,getpos this select 1,0.1]<span id='postcolor'>

    Just what does "this select" mean?  Also, how are coordinates measured?  On the map, there are letters and numbers, but these are just numbers (I know that they are the x, y, and z coordinates, but beyond that I am completely ignorant).  Please enlighten me.<span id='postcolor'>

    -this in init line of unit means name of this unit.

    So if you name some soldier bruno you can use even bruno and this in its init line.

    -select # - it takes value at position # from some array.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    getpos this select 0<span id='postcolor'>

    means : take first value (0 is first) from position array [x,y,z] of this unit.

    -[x,y,z] coordinates. [0,0,0] is lower left corner of map at zero altitude. (but there is absolute [0-sea] and relative [0-ground] altitude - relative alt. is used usually)


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rhino @ Feb. 08 2003,20:16)</td></tr><tr><td id="QUOTE">I've also got a problem with choppers wandering from their waypoints even using lockwp.<span id='postcolor'>

    LockWP do not allow unit to go to another wp but it allow to target enemy and flee from dangerous zone. So put chopper into "careless" behaviour and it will stay near locked wp.


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Little Blue Assassin @ Feb. 07 2003,07:08)</td></tr><tr><td id="QUOTE">What is working correctly?  If you mean that the soldier is now always prone, then it is not working for me.  Even when I put "this stop true" in, he stands up soon after he hears a certain explosion that occurs at the beginning of my mission.

    [edit]It seems to work if the soldier is part of a group.  If he is alone, it doesn't.[/edit]

    [edit]Never mind.  It doesn't work if he's part of a group, either.[/edit]<span id='postcolor'>

    Still it's working fine on my computer. I can even shoot near him and he is always prone not responding. Even simple

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setUnitPos "down"<span id='postcolor'>

    makes him to be always prone.


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Little Blue Assassin @ Feb. 06 2003,07:20)</td></tr><tr><td id="QUOTE">this setunitpos "down"; this disableai "move"; this disableai "target"; this disableai "autotarget"; this setdammage 0.8; this setcaptive true<span id='postcolor'>

    It is working correctly. But, exept the last two comands, all others commands has no effect on player's soldier.


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Spitfire @ Feb. 04 2003,18:09)</td></tr><tr><td id="QUOTE">Before the patch the side of the vehicle changed instantly to the side of the unit inside, but now it requires a close by identification before the side change is confirmed.<span id='postcolor'>

    I think it's ok now. How can I know that Hind is piloted by western or eastern soldier ? It's east heli so west shoud shoot it down on sight. wink.gif

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