Blanco
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Everything posted by Blanco
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ok, sorry, I delete the direct links, just go to ofpec/pending, you will find the program there.
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This script allows you to enter a boat or any other floatable vehicle when you are underwater. You need the COC_diver and OFP Resistance patched up to 1.91. Little Bonus - "splash & bubblesounds" when you're underwater. Dowload the Testmission Copy & paste in browser How 2 use this in your own mission. Copy all sqs,ext + de sound folder with the ogg's in you own users\username\missions\missionname folder. - Place a COC_diver or a unit equiped with the rebreather ("coc_lar7") and the COC_swimscript, (that swimscript is already in the COCdiver addon) - Place a boat and name it. Execute with [<name of the boat>] exec "coc_boat.sqs" Known issues : - Sometimes the bubbling don't stop in time when you're out of the water or in the boat. - Sometimes You get hurt when you quickly enter the water, I don't think it's caused by my script(s), I think it's an addon bug.Correct me if I'm wrong. - I don't think it's MP compatible. Blanco out. **edit** link is updated
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I still can't download this island  Refresh or copy & paste in browser, nothing works Are there any mirrors ? Somewhere... Pleaaaase.... Â
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Retaliation campaign now available in English
Blanco replied to theavonlady's topic in USER MISSIONS
I'm stuck... Â In the 7th mission airport. I've cleared it without any losses and I'm waiting for Uncle Sam... I saw the cutscene with the body, but nobody from my team dies... Is it a trigger prob? Btw : Without a doubt , this is the best user-made campaign I ever played. I love the humour in the conversations!Great atmosfere. I play with ECP and I've got only one savegame CTD in the fouth mission. (friendly visit, I think...) -
Are there any mirrors? That link in the first post didn't work for me  (even after a refresh or copy & paste in browser) I'm from Belgium, I'm very interested in the ardennes island
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Not always, you can enable/disable croshairs in the difficulty options My crosshair is enabled in Cadet & Vet-mode and the mission is tested with the crosshair enabled. 5000 pnts is a very good score if you play without a croishair. But AFAIK there's no command to check the players his croishair is enabled or disabled... But I never use ironsight, except for moving targets that are really far away from me. I agree with Dossel, it's a part of the challenge. In 2.0 the targets are easy to spot (i bit too easy, I think ). @toadlife why red? Enemies never wear red fluo jackets... btw: I found something weird in the popup_targets -addon : There's an easter-egg, but I can't find it in the editor. A bikini-babe named crissy...
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When you hit the target during disapear-animation , you are too late... Otherwise when you hit it during popup-animation you are too early... I'm working on V2.0 with more ranges (3 or 4) & weapons. This is the idea: This time I've placed small bunker with a (scripted) door, during the test the door is locked. There's a ammobox only with magazines, after each completed session I unlock the door to meet your range officer and recieve your next weapon. Three difficulty levels (easy/medium/hard) In Easy mode : unlimmited retries to gain **** pnts. Medium mode: 5 retries Hard mode : 3 retries So in 2.0 there are objectives to complete. 1st range (factory) for rifles is allready done 2th range (wartown) will be one for scoped weapons (XMS,G36a,..) 3th range is for snipers... 4th range for mortar & grenadelaunchers on moving targets. Maybe a 5th for pistols I dunno yet... oh , I use JAM2 weapons and the great US infantry 2003 from hyakushiki because I like them so much! I'm still looking for a good custom island with lots of flat ground, right now I use Basra. Desert island is too small and boring.
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Hmmm... This 1.0 version was just a start and was only meant to be used with non-scoped weapons. I think the distance is just fine. When I make it wider there's more change that some of the targets are even harder to spot. That's the plan, exept for the tanks. I think the only way to make weapons selectable is with a dialog with dropmenu at the start. I'm still learning dialogs,but it's not very stimulating. Every time you make a mistake in the description.ext... a CTD... Â grrr... I'm also working on a special mortartraining... I agree. Take the lane with the two flags. New highscore in cadetmode : 22022.5 pnts (100% total accuracy)
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I will, but I need the stripes for that hint hint
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That should work ;) Don't try that at home
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Ok, I give it a try, Â <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;[<name of the spikestrip>] exec "spikestrip.sqs" _strip = _this select 0 @vehicle player distance _strip < 3 && player != vehicle player #damloop _dam = Getdammage vehicle player ?!canmove vehicle player : goto "debug" vehicle player setdammage (_dam + 0.1) ~.1 goto "damloop" #debug hint "script works" exit not tested...But I think this will only damage the wheels.
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Requirements: - Basic knowledge camera scripting - Original copy of PC CDROM game Operation Flashpoint or Flashpoint Resistance. What this script is This script allows you to attach a camera to a vehicle. It can be used to attach a camera to any object or any position relative to that object in the game. E.g. you can show the driver position, cargo position, roof cam, wheelcam… In a “normal†camera script there are two essential commands: Camsetpos : Sets the x,y,z position of the camera in the world Camsettarget : Points the camera at the object In logic-cam these two positions are replaced by the positions of two gamelogics (automatically created in the script) then logic-cam sets the x,y,z positions of both gamelogics relative to the vehicle via a constant loop and a setpos command. I suggest you try the  Demo mission (6min), it contains about 50 different examples how to use logic-cam. It shows you a roofcam, bumpercam, wheelcam, drivercam, cargocam, gunnercam and many many others… You don’t need addons, simply load the mission in the editor, and then click on 'preview' to see it in action. Let me know what you think. PS : Check the readme!
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OK, for all the lazy people out there... Here is the script : And HERE is the online readme, for the params etc... But again, I suggest you try the demomission...[
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The saddest thing is, without a doubt, this can happen again with the same mistakes they've made years ago. I believe only a real revolution of the Belgians can change that and open the eyes of the goverment. @JAP : I can tell you 20 stories like that...
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omg, the first time I saw that picture of the police launch ,I thought it was a realife photograph!
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Fire command unavaible in intro??
Blanco replied to sirglider's topic in OFP : MISSION EDITING & SCRIPTING
yes, taurus could be right maybe this could help : With this small, one line command placed the players or AI's Initialization field, you can get the names of both the weapon and the ammo it fires. (in a hint) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addeventhandler ["fired",{hint format ["Name of shot is: %1,%2", (_this select 2),(_this select 4)]}] -
Problem with resources/ classes / titles
Blanco replied to nedal's topic in OFP : MISSION EDITING & SCRIPTING
download & unpbo toadlife's Operation Lojack2 http://www.ofpec.com/missions/mission_detail.php?ID=663 That mission got many texts using the same class -
Fire command unavaible in intro??
Blanco replied to sirglider's topic in OFP : MISSION EDITING & SCRIPTING
Are there any other (intensive) scripts running during that scene? What is it exactly? AFAIK there no such error message like unknown variable... reserved variable maybe? -
- A searchlight - Children (boys & girls)
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Splendid work, General. I like the handsignals, shouting & the atmosphere... But radio controls are not my cup of tea either, but I think it's was the best way to do it. Dialogs are an option, but I don't know if it's possible to move or turn with a dialog on screen (add)Actions on the other hand are too slow imho I hope BIS will gave us a "bindkey" command in OFP2...:p I have to practice... Keep up the good work!
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I setpos a unit 7 m above sea level(in a tower) Â with: dude setpos [getpos dude select 0,getpos dude select 1,7] No problems so far... Then have a script, with in the beginning som vars with x-y-z coords of the pos of that unit _xpos = getpos dude select 0 _ypos = getpos dude select 1 _zpos = getpos dude select 2 ...later in the script I setpos him again to that startpos ( remember... 7m above sea level) dude setpos [_xpos,_ypos,_zpos] Result : Â He's setposted on the ground instead of 7m high. Also when I debug with a hint : Hint format ["%1",getpos dude] it returns something like : [21002.54,54333,4,0.0001455] wtf, he's 7 meters above sea level and it returns 0.0001455 meters?
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Get the "real" height position
Blanco replied to Blanco's topic in OFP : MISSION EDITING & SCRIPTING
Those? -
I don't think you can sweep it vertical because you can't tilt objects. I've got a new version, but no demomission (not yet) This version can spot bodies you define in an array (6th parameter) Here we go, it's big... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; -- MG Searchlight Script 2.0-- ; Written by Blanco (Original by Sui) ; -- the arguments: [Machinegun, left limit of search arc,right ; --limit of search arc,name of the lookout,start (height) ; -position of the lookout,array of the names of the units who ; --will be body] ; eg. [mg1,90,270,lookout,7,[unit1,unit2,unit3]] exec "SL.sqs" _mg = _this select 0 _llimit = _this select 1 _rlimit = _this select 2 _lookout = _this select 3 _height = _this select 4 _bodies = _this select 5 ; get the start position of the lookout _startposx = getpos _lookout select 0 _startposy = getpos _lookout select 1 _startposz = getpos _lookout select 2 ; -- this variable sets the watchdistance _dis = 100 ; -- Create a tempgunner and move it in as gunner, so the script can start _mgg = "logic" camcreate getpos _mg _mgg moveingunner _mg ; -- Set the variable that calls the 2nd loop (to track the player) detected = false bodydetected = false ; -- sets the initial direction of the MG inbetween the two limits _newhdg = (_rlimit + _llimit)/2 ; -- some variables... _i = 0 _c = 0 _delay = 0.05 ; -- First loop... random searchlight movements #searchloop ~_delay ; -- select a unit in bodies array _body = _bodies select _c ; -- finds the direction of the MG relative to a random heading between the arc limits ; -- If the MG's heading is within 10 degrees of the random heading, it chooses a new random heading ? (getdir _mg - _newhdg) < 10 and (getdir _mg - _newhdg) > - 10: _newhdg = ((random (_rlimit - 90)) + _llimit) ? (getdir _mg - _newhdg) > 0: _mg setdir ((getdir _mg) - 1) ? (getdir _mg - _newhdg) < 0: _mg setdir ((getdir _mg) + 1) ; -- find the direction of the player relitive to the MG _dirplr = ((getpos player Select 0) - (getpos _mg Select 0)) ATan2 ((getpos player Select 1) - (getpos _mg Select 1)) ? _dirplr < 0: _dirplr = _dirplr + 360 ? _dirplr > 360: _dirplr = _dirplr - 360 ; -- find the direction of a potential body relative to the MG _dirbody = ((getpos _body Select 0) - (getpos _mg Select 0)) ATan2 ((getpos _body Select 1) - (getpos _mg Select 1)) ? _dirbody < 0: _dirbody = _dirbody + 360 ? _dirbody > 360: _dirbody = _dirbody - 360 ;; -- turn the lookout to the same direction as the light, so there's a bigger change the lookout spots the player _lookout setdir getdir _mg ; -- get the position array of the lookout _lposx = getpos _lookout select 0 _lposy = getpos _lookout select 1 _lposz = getpos _lookout select 2 ; -- this should prevent the lookout falls from tower; this put the lookout back in startposition every 25 sec ; -- and reset the timer (_i = 0) ?_i > 500 && alive _lookout :_lookout setpos [_startposx,_startposy,_height];_i=0 ; -- Let him watch in the same direction. The lookout is already turned in the right direction with setdir, ; -- but that does'nt mean he's watching that direction too! _lookout dowatch [_cposx + ((sin getdir _mg) * _dis), _cposy + ((cos getdir _mg) * _dis), 2] ; -- If the player is within 10 degrees of the MG's heading (in the searchlight) and the MG knows the player ; -- is there, detected = true ? not(detected) && (getdir _mg - _dirplr) < 10 and (getdir _mg - _dirplr) > - 10 and (_lookout knowsabout player > 0.105): detected = true ; -- If a body is within 10 degrees of the MG's heading (in the searchlight) and the MG knows the body ; -- is there, bodydetected = true ? not(detected) && (getdir _mg - _dirbody) < 10 and (getdir _mg - _dirbody) > - 10 and (_lookout knowsabout _body > 0.105) && !alive _body : goto "pause" ; -- exit the script when the lookout's dead, the light stay on, but it doesn't move anymore ?!alive _lookout : exit ; -- exit the searchloop when the lookout has been hit, and move in directly, an EH "hit" should be better here ?getdammage _lookout > 0.01 : goto "movein" ; -- update the counter for the startposition of the lookout _i = _i + 1 ; -- Select next unit in the _bodiesarray _c = _c + 1 ; -- When all units in the _bodiesarray are checked, reset so it can start all over again ?_c > count _bodies : _c = 0 ; -- If the player hasn't been detected the loop repeats ? not (detected) : goto "searchloop" #movein ; -- The player is detected, the temp gunner ejects (deletehicle _mgg doesn't work! ) and the lookout is the new gunner _Mgg action ["eject",_mg] ~1 _lookout assignasgunner _mg _lookout moveingunner _mg ~0.1 ; -- Second loop... tracks the player with the searchlight #detectedloop ~_delay ; -- finds the bearing from the MG to the player, and makes sure it is within range (0 - 360) _newhdg = ((getpos player Select 0) - (getpos _mg Select 0)) ATan2 ((getpos player Select 1) - (getpos _mg Select 1)) ? _newhdg < 0: _newhdg = _newhdg + 360 ? _newhdg > 360: _newhdg = _newhdg - 360 ; -- Moves the direction of the MG depending on the bearing to the player ? (getdir _mg - _newhdg) > 0 and (_lookout knowsabout player > 0.105): _mg setdir ((getdir _mg) - 2) ? (getdir _mg - _newhdg) < 0 and (_lookout knowsabout player > 0.105): _mg setdir ((getdir _mg) + 2) ; -- If the player is within 10 degrees of the MG's heading (in the searchlight) and the MG knows the player, ; -- The player will be revealed and will be attacked ? (getdir _mg - _dirplr) < 10 and (getdir _mg - _dirplr) > - 10 and (_lookout knowsabout player > 0.105): gunner _mg dowatch player; gunner _mg reveal player;gunner _mg dofire player ; -- If there is still a live gunner manning the MG the loop goes around again ? (count (crew _mg) > 0): goto "detectedloop" ; -- when the lookout dies, the temp gunner is the new gunner, the light stays on but it won't move _mgg assignasgunner _mg _mgg moveingunner _mg exit #pause ; -- remove the body from the array _bodies = _bodies - [_body] ; -- Set the variable true bodydetected = true ; _-- the lookout is alerted, from now on he's searching a bit faster _delay = 0.03 ; -- pause. The light's turned to the body for a few seconds ~5 + random 5 ; -- go on and continue the search goto "searchloop" There are two bolean who can activate 2 different events Detected : when the player's detected by the searchlight bodydetected : when the lookout finds a body from the _bodies array. Spice it up with an alarmsirene or reinforcements or whatever... Don't use groupnames in the _bodies array or units Grp1 doesn't work either, You have to name every unit (who could be a potential body) individual! Also, I got better results when I use the wiretower from editorupgrade102 instead of the mapfact barracks. 1 Thing you can add : Give the lookout "ears" but only for non-silenced weapons Make him turn the spot to the action...would be cool & realistic... ohmy god, my English...
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Link to a OFPEC topic, I'm too lazy... http://www.ofpec.com/yabbse....start=0