Bosun
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Everything posted by Bosun
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Red smoke for helo pilots down
Bosun replied to SGT. SAVAGE's topic in OFP : MISSION EDITING & SCRIPTING
Well you could place a trigger at the helo; RemoveAllWeapons unitname unitname addMagazine "SmokeShell" unitname addWeapon "SmokeShell" and then either through your waypoints or another trigger unitname Fire ["Throw","SmokeShell"] This does work, l had to remove his weapon but perhaps he had the wrong weapon to start with.... Hope this helps ya..... ...and if you want color= "SmokeShellRed" "SmokeShellGreen" -
I need help with a created unit
Bosun replied to Chronicles's topic in OFP : MISSION EDITING & SCRIPTING
Have you tried ; Â sniper doTarget jfk; sniper doFire jfk as well maybe ; setCaptive True for the driver no..screw that idea. seems he will only shoot at jfk when he steps out of vehicle. hmm -
I need help with a created unit
Bosun replied to Chronicles's topic in OFP : MISSION EDITING & SCRIPTING
Ye l tried changing your NO1 to a west law soldier and player as east but nogo,nofire, not even an itch.....toobad. Well maybe someone will give you a solution....if there is one, Â Â .....although, if you camcreated 300 hundred soldiers....might make the enemy flee..... -
I need help with a created unit
Bosun replied to Chronicles's topic in OFP : MISSION EDITING & SCRIPTING
Yes it's a funny thing.....l think there are limitations to the camcreate. Because if you hide a unit in the far corner of the map and bring him in with setpos getpos....he will react faithfully, unlike the hocus pocus camcreated unit. Doesn't answer your question does it... Does having units hidden somewhere on the map (outofsite) put a strain on the system? -
How to make units appear when a trig is triggered?
Bosun replied to Stefano81's topic in OFP : MISSION EDITING & SCRIPTING
Thanks ChrisDeath.....l was going to ask about the camcreate as when l tried last night, couldn't get it to work. Thanks. -
How to make units appear when a trig is triggered?
Bosun replied to Stefano81's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Balschoiw ------------------------------------------------------------------ there is a way: create empty parachutes in a certain height via Radio and let the guys "moveinasdriver". Then move the guys with a setpos getpos to your desired position <span id='postcolor'> I tried this a while ago as well. But couldn't figure how to delay the chutes till l needed them. Could you elaborate on you create empty chutes via radio. So that they don't fall from the sky right away.... -
There is a ogg plug in for goldwave. It seems to work well with ofp.
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How to sync trigger activation with unit commands?
Bosun replied to Stefano81's topic in OFP : MISSION EDITING & SCRIPTING
Hey LoneSoldier good to see that all of your questions and answers are bearing fruit...... -
Making units use a particular weapon
Bosun replied to Ice Heart's topic in OFP : MISSION EDITING & SCRIPTING
Well there's action commands for put and touch off of satchels, but l couldn't figure out the action fire for mortar. Â Until of course, took a peek over at that ofpec forum and that question had just come up today. Â Don't know if this link will work but try;MORTAR The command that CrashnBurn used was; this fire ["GrenadesMuzzle","GrenadeLauncher","GrenadeLauncher"] He (cnburn) gives a nice little tutorial to download. 2nd....you can use; doStop unitname in the waypoint (and dostop = False to get them moving again) but you might not need to considering you might be far enough away now firing those mortars.. -
computor time = too much time.....some days just want to take my screen out and bury it.....too addictive. Glad l have no t.v.
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Okay well l smuggled this out of that other site (which seems to be re-decorating at the moment. Â So, haven't tried it but perhaps it will help you. _ ; concept by Turok_GMT, modified by snYpir ; syntax: ; [<name of vehicle>, <name of unit to target>, ; Â <[xoffset,yoffset,zoffset]><relative to vehicle?>] exec "vehiclecam.sqs" ; example: ; [heli, dilbert,[0,0,-10],false] exec "vehiclecam.sqs" ; get camera vehicle and target _unit = _this select 0 _target = _this select 1 ; u can change the positional offsets for the camera (these are relative to the vehicle) ; x offset _camoffsetX = (_this select 2) select 0 ; y offset _camoffsetY = (_this select 2) select 1 ; z offset _camoffsetZ = (_this select 2) select 2 ; do u want your offsets to be relative to the vehicle? _camrelative = _this select 3 ; clear the variable that will stop this script vehiclecamstop = false ; create a camera _cam = "camera" camcreate [0,0,0] _cam cameraeffect ["internal", "back"] ; now create a loop to continuously update the cam's pos ; so it appears to be attached to the vehicle #loop _newpos = getpos _unit ; set posn not relative to vehicle? ? NOT(_camrelative) : _cam camsetpos [(_newpos select 0) + _camoffsetX, (_newpos select 1) + _camoffsetY, (_newpos select 2) + _camoffsetZ]; goto "commit" ; set posn relative to vehicle _cam camsettarget _unit _cam camsetrelpos [_camoffsetX,_camoffsetY,_camoffsetZ] #commit _cam camcommit 0 ; aim camera at target _cam camsettarget _target _cam camcommit 0 ; insert a small update time to avoid anychance of any nasty ; infinity loop errors ~0.01 ; perform an if test to see if _stop has been set to true ; of not, do another lap of the loop ? NOT(vehiclecamstop) : goto "loop" ; the loop ends here when vehiclecamstop gets set to true by either ; a trigger or a waypoint's "on activation" field ; once loop had ended, kill the camera and return control to ; player _cam cameraeffect ["terminate", "back"] camdestroy _cam exit _ Well l tried it, and it does work.....cept, error comes up ; _target = _this select 1 this line error, but it continues to work. Play with this line; [heli, dilbert,[0,0,-10],false] exec "vehiclecam.sqs" to get your camera view. If your not in heli. -10 with show you the undercarrage of vehicle ps; vehiclecamstop = true in a trigger to stop it. (but l guess you can read)....
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Othin Quote (Bosun @ Aug. 25 2002,20:48) ....what the heck you doing with all of those iron's Othin. C'mon everyone knows the American ideal. 2.5 kids, 1.5 pets, 2 cars, and 3 irons! <span id='postcolor'> C'mon...show us the three wives...
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....what the heck you doing with all of those iron's Othin.
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Try ; [hueyname] Join GrpNull Take's em out of group.... ps..considering the amount of questions you ask....this better be a damn good mission...
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GOLDWAVE...................
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GOLDWAVE...................
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Put in the condition of waypoint; player in choppername ....won't take off till ....well, player in chopper
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....now if only l could figure out how to shoot myself out of a cannon......
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Nice...... watching those planes fly over dropping men......very effective.
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Plz help. countdown or time commands needed!
Bosun replied to Yakata's topic in OFP : MISSION EDITING & SCRIPTING
Try this link on TIMERS As l've discovered (thanks to Mr.Wiggum) there is a difference between Timeout and Countdown... Hope this helps. Well okay here's the link to the other TIMER QUESTION ..... -
Unlocking and locking vehicles...
Bosun replied to lonesoldier's topic in OFP : MISSION EDITING & SCRIPTING
No, thats a fine line....and player can't even get in vehicle. I was just poking fun at my kindergrade answer.... -
Unlocking and locking vehicles...
Bosun replied to lonesoldier's topic in OFP : MISSION EDITING & SCRIPTING
[cheap and easy] FALSE -
Unlocking and locking vehicles...
Bosun replied to lonesoldier's topic in OFP : MISSION EDITING & SCRIPTING
Well one cheap and easy way would be; vehiclename setFuel 0 I'm not sure of any other commands for this [unitname] AllowGetIn FALSE doesn't work as you can still get in and drive. -
unitname AssignAsCargo truckname but l believe you need a getin waypoint. unitname MoveInCargo truckname puts unit in automatically put savegame in trigger.
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You could make resistance friendly (under weather in mission editor) to say east,... then under their init.; this setCaptive True so they could hang around west and when you want trigger to expose them put; this setCaptive False thereby west starts shooting. Not sure if this is what you mean...