Blanco
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Everything posted by Blanco
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or... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _r = random 6 _r = _r - _r % 1
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Getting these jokers behind sandbags
Blanco replied to Door a jar's topic in OFP : MISSION EDITING & SCRIPTING
lol, he left us on Christmas eve... -
display the number of westunits in an "hint"
Blanco replied to nam_viet's topic in OFP : MISSION EDITING & SCRIPTING
Make sure your trigger covers the whole map,m8 Place Radio trigger Alpha  , repeatedly and in the onact field that code again: Player globalchat format ["WEST %1--------EAST %2",WEST countside thislist,EAST countside thislist] should work -
display the number of westunits in an "hint"
Blanco replied to nam_viet's topic in OFP : MISSION EDITING & SCRIPTING
that's a nasty *BLING* every 6 seconds... Man, I guess you don't play with headphones.  ok... Use the countside command instead : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hint format ["WEST %1\nEAST %2",WEST countside thislist,EAST countside thislist] in the onact of ur trig  Or via chat : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Player globalchat format ["WEST %1\nEAST %2",WEST countside thislist,EAST countside thislist] ...or onscreen via titletext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Titletext [format["WEST %1\nEAST %2",WEST countside thislist,EAST countside thislist],"PLAIN DOWN"] Note : A vehicle will be counted as 1, the crew inside is not counted. -
display the number of westunits in an "hint"
Blanco replied to nam_viet's topic in OFP : MISSION EDITING & SCRIPTING
try this in the onactivation field of your WEST present trigger : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hint format ["%1 WEST soldiers are alive",count thislist] -
Getting these jokers behind sandbags
Blanco replied to Door a jar's topic in OFP : MISSION EDITING & SCRIPTING
Is this looking good to ya? ... A little movie Take a look at http://www.ofpec.com/yabbse....d=18098 for more -
Tested,... It didn't not work always. It worked most of the time for the M16, M60,M21, but not for the nades, G36, M16 grenadelauncher...etc.. It's really hard to trace hte bug when it only works sometimes.
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Brilliant, hardrock! Just what I need!
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yeah, ... looks good, thx Zig.
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I got a array with weapons : _weapons = ["m16","AK74","steyr",etc...] I wanna check if a unit got one of these weapons in the _Weapons array I can do it with a cycle loop, but I'm asking : is it's possible with a if, then, else statement? I tried : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> If ("_unit hasweapon _x" count _weapons > 0) then {hint "_unit has one of those weapons in the array"} But it doesn't work... Is it possible in a single condition code line?
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That's the first time I hear about a tool to make large scale missions?!
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Offcourse, setcaptive... Let's hope it works with empty objects. Thx
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I've finally finished it. Â Read about the usage, restrictions & bugs listed in the readme. It took me more than 2 hours to write one down (in my bad English ) so please read it! Download it HERE It comes with a small demomission. Addon (ICPanims) is in the zip Have phun
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Hi, I've made a little avi from my updated trenchscript in action. Release is probably this week. Take a look and let me know what you think. Trenchmovie1.1
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lol, I really don't know. I think I've placed the background controls in another order in the description.ext. About the Oyman's laptop : I tried it and looks realy nice. You can even change the screen, that a good thing. Now, what do you prefer? Lay the SATuser down and spawn the laptop in front of him once you click the "Use satellite" action? Or leave it like it is and just spawn him when you wanna view the satellite. Also... I got a request from Rok @ ofpec to integrate a set perimeter script (from Grendel) when the SATuser is the comander of a group. The SATuser is imobile anyway when the satellite is activated, so i would be a good thing when his mates cover his ass. It pretty easy to intergrate in the satellite script (I think) Oh, a dillema... DBR_ONIX is also working on a laptop addon... Related link : http://www.ofpec.com/yabbse....iew=all
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This script fixes a behaviour issue when one AI group got attacked by the enemy while the other groups in the area keep patrolling in SAFE behaviour. When somebody got killed or somebody changes his behaviour all the other groups will change theirs too. Here it is, groupchain..sqs, simple but very usefull <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; *************************************** ; GROUPCHAIN.sqs by Blanco ; 28 / 07 / 04 ; *************************************** ; Execute it with : ; [name of the groups seperated by a comma] exec "groupchain.sqs" ; ; example ; ; [grp1,grp2,grp3] exec "groupchain.sqs" ;========================================= _c = count _this _allunits = [] _grpcount = 0 #REPEAT _b = 0 _grp = Â _this select _grpcount _u = units _grp #CYCLE _man = _u select _b _allunits = _allunits + [_man] _b =_b + 1 ~0.2 ?_b < count _u : goto "CYCLE" ?_grpcount < _c : _grpcount = _grpcount + 1;goto "REPEAT" #CHECK ?"behaviour _x != ""SAFE""" count _allunits > 0 OR "!alive _x" count _allunits > 0 : goto "CHANGEBEH" ~1 goto "CHECK" #CHANGEBEH "_x SetBehaviour ""AWARE""" foreach _allunits ~1 #PICKONE _countall = count _allunits _r = random _countall _r = _r - _r %1 _alarmguy = _allunits select _r if (alive _alarmguy) then {goto "CHECKSIDE"} else {goto "PICKONE"} #CHECKSIDE ?side _alarmguy == WEST : goto "W" ?side _alarmguy == EAST or side _alarmguy == RESISTANCE : goto "E" #W _WESTVOICES = ["eng20","eng21","eng40","eng18","eng19","eng12"] _r = random (count _WESTVOICES) _r = _r - _r %1 _alarmguy say (_WESTVOICES select _r) exit #E _EASTVOICES = ["rus15","rus10","rus6","rus1"] _r = random (count _EASTVOICES) _r = _r - _r %1 _alarmguy say (_EASTVOICES select _r) exit Initialise your groups first with the group command and run it with [groupnames seperated by a comma] exec "groupchain.sqs" Example [grp1,grp2,grp2] exec "groupchain.sqs" You can also run it with a individual unit(s) (eg : A1) Â & groups (eg : grp1,grp2,grp3) with: [grp1,grp2,grp2, group A1] exec "groupchain.sqs" NOTE : ===== - Make sure that every group or unit is in SAFE behaviour when the script starts! BUGS : ===== None.
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Ok I'm trying again to get into mission making
Blanco replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
one unit is enough : groupalpha = group this -
Ok I'm trying again to get into mission making
Blanco replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
2 - Do you have a group named Groupalpha (in your case) on the map? 1- To start units in randomly places : Place empty markers on each spot. Then group (F2) the unit(s) with every marker. When you preview, you will see that they start at the position of one of those markers. -
About your second question : Maybe there are 2 cargopositions next to the driver, so place or create 2 gamelogics and move them in.
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Solved the lamp problem
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It's not that simple. I know what you mean and I tried that but... ...when you give him the switchmove command for a crouched reload he will do that, but he isn't reloading! It's just the animation that playing. No magazine is replaced. To tell you the whole story...or trying to tell  I'm using the ICPanims from VDV2.0 effectpack. These allow AI to shoot and turn in the animation. Best of all, they die in the normal way, they don't stand there being dead, they fall on the ground when they got shot. Unfortunately they can't reload, when they empty a clip they just sit there and do nothing exept for watching and waiting for a bullet. So i had to find a way to make them reload, that was the hardest part. Using : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _mag = (magazines _unit select 0) returns the magazinename of the primaryweapon. It worked for the official units, but I found some problems with addon weapons. So I had to find another way. This was my solution : I gave every unit a temporaly EH fired. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _man addeventhandler ["fired",{_this exec "ICPtrench\ammo_cr.sqs"}] The ammo_cr.sqs looks like this : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 _muzzle = _this select 2 [_unit,_muzzle] exec "ICPtrench\ICPcrouch_reload.sqs" _unit removealleventhandlers "fired" and the ICPcrouch_reload like this : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 _muzzle = _this select 1 #L ?_unit ammo _muzzle < 1 :goto "R" ~1 goto "L" #R _unit switchmove "" ~1 @_unit ammo _ammo > 0 _unit switchmove "Combattocrouch" ~0.5 _unit switchMove "ICPaim5" goto "L" As you can see I don't give him a command to reload, I use a switchmove to "break" the ICPanim, he reloads by himself. When you give him the crouchedreload anim command he will do that anim twice., The first time the anim, the second the "real" reload. "ICPaim5" is a ICPanim (crouched) AFAIK there is no command to check the selected weapon, so there is still a problem with grenadelaunchers and mortars soldiers I can't solve. If somebody knows a solution, let me know, please
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Yes, they (only) shoot from the crouch position. They stand up when they have to reload or when they start to flee when too many men die in the defense line. (a parameter in the script, couragefactor in percents)
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The coords of the tracked unit are now onscreen as well as the type of the unit. Trying to make iit green textcolor when it's friendly, red when it's hostile and yellow when it's empty @Keycat No, probably not. Without testing it in MP, I'm sure about at least 2 issues - The variable for the user is global (SATuser) - The Satellite voices can be heard by everybody (playsound issue) About the new monitor : Can't solve it, the red glow always appears under the frame Anybody? HELP!
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The script should work when you assign it to a vehicle. Just add the action to the vehicle instead of the player. When the 2 actions (view & abort satellite) Â doesn't show up, open the init.sqs and change SATradius = 3.5 In a higher value. Something like 5 or so. I hate it when you can click an action attached to an object or vehicle when you are still 10m away from it. 3.5m is default, works great for cars and jeeps, but too short for ships or trucks. Increase the value when your vehicle is bigger. James Bond...huh... Is James Bond a civilian unit? Than you have a problem, because the satellite script does not work properly when the SATuser is CIVILIAN or RESISTANCE. It's possible but I have to redo some code. Yes, it's possible to show the coordinates of the tracked unit on screen. Actually the coords of the satellite are already displayed in a sidechat. I'm still learning dialogs but I'm already working on a new monitor for the satellite with a new interface. Here is a sample : http://img75.photobucket.com/albums/v228/blanco2/SAT/Satmonitor2.jpg That pic was made in Photoshop. An attemp to replace the red tracking dot with a flickering lamp. The red lamp is already on the frame, the red glow is a layer. The vertical rectangle above the lamp is were the slider should come, below the lamp are the directions buttons (N-E-W-S) I'm having a problem with putting the red glow on top of the lamp. It always apears under the frame, Is there a way to arrange the different layers like you can in Photoshop? Anyway do you like the new layout?
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With "create" I mean "place" a gamelogic  You can find a gamelogic in Empty\Gamelogic ... At least I think it's in empty ... I don't have OFP with me right now A gamelogic is just a dead object with no AI.