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Bart.Jan

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Posts posted by Bart.Jan


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KTottE @ Jan. 09 2003,18:33)</td></tr><tr><td id="QUOTE">Random will produce random numbers, with fractions.<span id='postcolor'>

    Yes, but if you use number with fractions for SELECT, engine automaticaly rounds that number.

    It's standard math rounding : -0.4999 to 0.4999 is rounded to 0, 0.5 to 1.499 is rounded to 1 and so on.

    I posted script with several variables for better apprehending. You can also use :

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

    _speech=["RUS1","RUS2","RUS3", ... ,"RUS19"]

    soldier say (_speech select (-0.499+ random (-0.001+count _speech)))

    <span id='postcolor'>

    The format thing sounds promising. I must try it.


  2. I think there is no simply way like unit say ("rus"+random19)

    try this :

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

    _speech=["RUS1","RUS2","RUS3", ... ,"RUS19"]

    _number=(count _speech)-0.001

    _pick=-0.499+random _number

    _picked=_speech select _pick

    soldier say _picked

    <span id='postcolor'>


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Your data suggest a strong automatic preference for Other peoples<span id='postcolor'>

    Is it because I met almost no arab people or I just watch TV news too much ?  confused.gif


  4. I have a similar problem. I have in init.sqs :

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

    ? cadetMode : showMap false

    <span id='postcolor'>

    and it shows map all the time regardless of difficulty.

    I didn't try on a dedicated server too.


  5. Liquid_Silence is basically right. Name your fireplace FP. Put in init line of fireplace : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this inflame true<span id='postcolor'> and then you can use condition for completition trigger or inside the script : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> !(inflamed FP)<span id='postcolor'> about JOIN command : name civilian as CIV 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">[CIV] join player<span id='postcolor'>


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Jan. 03 2003,01:04)</td></tr><tr><td id="QUOTE">We didnt expect an austrian invasion, but even there were measures taken to blow bridges and there were at least 2 heavy bataillons in reach of their border.  tounge.gif<span id='postcolor'>

    I know there were plan, for several big czech tank battalions, for swift austrian invasion that should have open another way to germany. tounge.gif


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Dec. 29 2002,15:02)</td></tr><tr><td id="QUOTE">erm, any way we can count howmeny mags are left and mearly replace them with the unsilnced mags?<span id='postcolor'>

    You also must to check if player has pistol in his inventory.

    magazines player ... returns array of all magazines (grenades included) (you'll need small rutine to count exact magazines)

    player ammo "M16" ... count how many shots are left for given magazine type

    When you change clips by removeMagazines and addMagazine there will be always refiled clips. Maybe addMagazinePool and similar "Pool" commands can be usefull but I think there is no easy way to create magazine with certain ammount of rounds.


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ Dec. 24 2002,20:30)</td></tr><tr><td id="QUOTE">ParticleArray is just as the name says it, an array! What you think of is the drop-command!<span id='postcolor'>

    tounge.gif Of course it's array. I meant I don't know effect that this command can do. biggrin.gif

    I think I saw some various lights in some user-made mission (Fairy Island), but I'm not sure.


  9. Make 1st waypoint (move) for reinforcements under their feet and synchronize it with trigger that is activated after all enemies in your sector are dead.

    Synchronize means that you click on synchronize button (on top of screen (shortcut key F5)) and then click on the trigger, hold the mouse button and drag line to specified waypoint, there release the mouse button. That waypoint lets pass units go through itself after synchronized trigger is activated.


  10. You should add some backround about this script so people can know what it shoud do. But I read about your problem in another threat so I can try to help you.

    execute script by : [unit,group,"behaviour",timeInSeconds] exec "detect.sqs"

    (example : [player,Eastgroup1,"combat",360] exec "detect.sqs")

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

    ;detect.sqs

    _player = _this select 0

    _group = _this select 1

    _state = _this select 2

    _time1 = _this select 3

    @(leader _group) knowsabout _player >=2

    _i = _time

    _group setbehaviour _state

    #loop

    _group move (getpos _player)

    ~1

    ? (_i + _time1) < _time:goto "loop"

    EXIT

    <span id='postcolor'>

    When leader of group(Eastgroup1) detect unit(player) he, with his group, will follow unit for timeInSecond(360s=6minutes) lenght of rime in "behaviour"("combat") behaviour.

    After time group will go back to their original waypoints path.

    time and _time are reserved variables.

    time returns time in second from start of mission

    and _time returns time from start of script inside script


  11. I think it's not possible by your way. Command reference shows only : player addAction ["Hello", "hello.sqs"]

    And after executing addAction script there are always 3 parameters :

    _this select 0 : name of unit with action

    _this select 1 : name of unit that activated action

    _this select 2 : index of action

    If you want use some variable with script you must use public variable and use it in script.


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Dec. 20 2002,15:31)</td></tr><tr><td id="QUOTE">Bart.Jan, there is a bit of an error in your script. You have a sleep 0.001s long and then you remove the fuel. But the fuel rate is per second.

    That chopper will be running out of fuel very very quickly  xmas.gif<span id='postcolor'>

    You are right. I repaired it.


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

    ?!(local heli):exit

    #loop

    ~1

    _i=0

    ?getdammage heli >=0.25:_i=0.01

    ?getdammage heli >=0.5:_i=0.05

    ?getdammage heli >=0.75:_i=0.1

    ?!(alive heli):exit

    heli setfuel ((fuel heli)-_i)

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

    I can see denior's script now but nevermind. Mine is slightly different.  xmas.gif

    Repaired timing.

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