Bosun
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Everything posted by Bosun
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Sorry l misread you. If you go to this PAGE (ofpec) and scroll down to the "trigger enemy spawn" by DooLittle, it might be what you want, or at least something you can play with for your own mission.
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Hi.  For any unit to respawn they have to be a "playable" unit.  To respawn at a base put; Respawn = "BASE"; RespawnDelay = 10; in the description.ext  and place a "empty" marker on the map titled Respawn_West and then another for Respawn_East.  For all playable units to respawn where they died put; Respawn = "INSTANT"; RespawnDelay = 10; in the description.ext.   Hope this helps.  I've forgotten what you need to respawn using up your groups men. ah yes, l think.... respawn="group";
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No avonLady......you can't bath in the tower.
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.sqs file for creating a custom squad
Bosun replied to RedRaider's topic in OFP : MISSION EDITING & SCRIPTING
Hello again redraider. Much like you did the ammo crates except make your sqs with respected weapons and ammo.; RemoveAllWeapons unitone unitone AddMagazine "AK74" unitone AddMagazine "AK74" unitone AddMagazine "AK74" unitone AddWeapon "AK74" unitone SelectWeapon "AK74" unitone AddMagazine "SmokeShell" unitone AddMagazine "SmokeShell" unitone AddMagazine "SmokeShell" unitone AddWeapon "Binocular" Exit and then just call it up in the init. Hope this does it. -
Filling more than 1 ammo crate
Bosun replied to RedRaider's topic in OFP : MISSION EDITING & SCRIPTING
Okay just to further confuse you. If that still doesn't make your ammo crates work, l think you might try; clearWeaponCargo first clearMagazineCargo first first addMagazineCargo ["M16",100] first addWeaponCargo ["M16",10] first addMagazineCargo ["M4",100] first addWeaponCargo ["M4",10] first addWeaponCargo ["XMS",10] first addMagazineCargo ["HK",100] first addWeaponCargo ["HK",10] first addMagazineCargo ["M21",100] first addWeaponCargo ["M21",10] first addMagazineCargo ["HKG3",100] first addWeaponCargo ["HKG3",10] first addMagazineCargo ["Steyrmag",100] first addWeaponCargo ["Steyr",10] first addMagazineCargo ["M60",100] first addWeaponCargo ["M60",10] So....give your ammo crate name of first (or whatever) and then in init line ; [this] exec "first.sqs" and repeat the same for your second; clearWeaponCargo second clearMagazineCargo second second addMagazineCargo ["CarlGustavLauncher",100] second addWeaponCargo ["CarlGustavLauncher",10] second addMagazineCargo ["LAWLauncher",100] second addWeaponCargo ["LAWLauncher",10] second addMagazineCargo ["AALauncher",100] second addWeaponCargo ["AALauncher",10] second addMagazineCargo ["Pipebomb",30] and in the init line; [this] exec "second.sqs" I did test this and it does work. -
Filling more than 1 ammo crate
Bosun replied to RedRaider's topic in OFP : MISSION EDITING & SCRIPTING
Hello RedRaider. You can have as many different ammo crates as you wish. I think your problem is when you save your files; make sure you save as all files rather than txt files. And then when triggering in game; [] exec "WestCrateGuns.sqs" Hope this helps. -
Or....you could have him standing behind a empty MG and a trigger when enemy is spotted unit moveInGunner mg ?
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I usually do it this way; class Weapons { class FAL { Count = 1; }; class HKG3 { Count = 1; }; class PK { Count = 1; }; class M21 { Count = 1; }; class Glock { Count = 1; }; class AK47 { Count = 1; }; }; class Magazines { class HKG3Mag { Count = 10; }; class FALMag { Count = 10; }; class GlockMag { Count = 10; }; class M21 { Count = 10; }; class PK { Count = 10; }; class AK47 { Count = 10; }; }; So maybe its just the ; after your numbers. Hope this is your problem..
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Hello and here ya go; scudname action ["SCUD Launch"] scudname action ["SCUD Start"] I believe you cannot use a empty scud launcher. Hope this helps.
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I figured it out....l had a setcaptive false in a trigger for the evact helo, seemed to screw everything. Â Now everyone onboard and flying. Thank you Trapper for your suggestion.
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This may be something simple that l'm missing....but in the mission l am making l have two east captured and then joined with me....l order them aboard a helo, and then l can't get in. If there not in, l can get in, and only one of them can as well. Have tried empty m17 and a west cargo helo, but no luck, ...any suggestions..
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Thanks Trapper.....but no, thats not it as l have the two captives join group with player. I had this happen in another mission l made, captured two, joined to player and needed two vehicles cause they wouldn't travel together.
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Ya it's weird, not sure why, l have tried different ways but still no luck. Â I'll go play with it some more. Â Thanks Red. Tried it again, but no luck, and only one of us can get into a empty mi17. I have myself "setCaptive True" to test the mission but l don't think that would do it?
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I'm not up on looping but; #loop housezombie action ["strokeFist"] ~2 goto "loop" put this in the trigger; [] exec "#loop" I tested it and unit does strokefist every two seconds, just change that number....hope this helps. You might be able to use something like this for your other question. Will be an interesting mission.
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FOOD = miciwin (Plains Cree) I only know a couple of cree words, working in a homeless shelter...food is one of them.
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I have found it very useful.....thank you.
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Maybe its just a matter of using "playMove" rather than "SwitchMove"? Hope this solves it...
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as well you could try this: chris's ofp script editor a very useful tool, but as avonlady says...it does help to unpbo a mission or two and dissect. Hope this helps.
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When your soldier gets to the specific area put in the move waypoint or trigger; unitname fire ["Put", "PipeBomb"] and then when he is a safe distance away; unitname action ["TouchOff"] You might need to removeallweapons unitname and addmagazine "pipeBomb" hope this helps....
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and..... unitname switchMove "" to get him to take his hands away from his head.....else if you shoot him, he will die standing up with his hands behind his head. (not a dignified death)
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Thank you Red.....
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Excuse my ignorance Red but l get a error when putting this in group leader's init. Where would l put the group leader's name ? Thank you
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You've done alot of work avonlady.....you should be saluted.
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Halting/stopping a human player
Bosun replied to hobson_matt's topic in OFP : MISSION EDITING & SCRIPTING
What about using cutscenes ? -
Hi. You might want to peek at this; mission editing FAQ as there are some very good straightforward answers. As to your last question; you could put in a trigger over the area where the battle is, covering that area (axis a=90, axis b=90 or whatever) and under activation; west (or whatever the enemy is) and under that click on; Not Present. So when you wipe out, kill this group, you can use this trigger to sycronize with a move or destroy waypoint on your next group of men. They will move in when enemy is Not Present. Sorry this is very long winded and maybe confusing. But the point is; a trigger sycronized with a waypoint. I hope this helps. If you want your next group of men to come in when just a specific soldier is killed, well you put a trigger and under condition put; Not (Alive soldier1) And Not (Alive soldier2) etc.