Blanco
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Everything posted by Blanco
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A simple counter script... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _t = 500 #start _t = _t - 1 titletext [format ["%1 sec left",_t],"PLAIN DOWN"] ~1 ?_t != 0 : goto "start" hint "Timer stops" When the counter starts a titletext message apears with 500 sec left, 499 sec left,... and so on... In stead of 65 seconds left, I want 00:01:05, How can I do that?
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It doesn't... Hardrock, with your code and _t=500 I got a blinking 00:08:08 All the time, there no update anymore in the counting... A new cry for help? Â Â Â Â Is ther no function for this? I found timetostring.Sqf, maybe a secondstohour_minute_second.sqf? Ofpec is down...
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Some tests in de SP editor ( OFP 1.94) Maybe this could help a bit to solve bugs... -I' play as a 2B14 Mortar assistant, the two guys in my group are a MB14 mortar gunner and a MB14 ammo mortar bearer. -Deploy base. -Order my gunner to move next to the base and order him to mount the tube via action. "mount tube to base" -Then I take a mortar shell and a new action appear "reload mortar round" when I'm close to the tube. -Loading the mortar… -Then I mount the mortar as gunner and I can fire one round. Great. -But here's my problem… When get out I take a new shell, the action "reload mortar round" doesn't show up anymore… When I dismantle & remount the whole thing again I can reload again…The same happens with the FIA 2B14 mortar. I try the same thing with the M224 WEST mortar& crew and it works perfect, and I love it! I doesn't matter if I'm the gunner, the assistant or ammo bearer. I even tried it as a engineer as commander. 2 -I'm a antitank gunner and my mate is a atitan gunner assistant -I fire my RPG 7VL two times, then I order my assistant to drop one round, but I can't pick it up. 3; -I play as a EAST machinegunner, my teammate is an ammo machinegunner bearer. I fire my PKM a few times. I order my assistant to drop a magazine but I can't pick it up. I kill my assistant, when I try to take his rucksack I got a CTD 4. EAST NSV gunner, assistant & bearer. I'm the bearer. deploy, mount mg, no problem. I can't pick mag from the ground next to the NSV. A few seconds later a got a long error message. It starts with this : "WGL_NSV_PDM" in magazines && !(gunner this == player) && ("_x == {WGL_NSV}" count magazines == 0) && this ammo… I can't see the rest of it, it's too long... The same thing happens when I put myself as a gunner din an NSV irectly via WGL vehicles\Heavy machinegun NSV 5. VDV AGS 17 gunner, assistant & bearer. I'm the bearer. Deploy, mount, no problem. A few seconds later I can pick up a Ruck AGS17 mag. I try to activate "change AGS mag" but nothing happens…but my mag as used. The action stays and try it again, no succes… The action disappear. When I enter the weapon, My screen went black, I think I see the inside of my helmet…
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Bug report : - errormessage about an inventory pic (wrong dimensions, I think), Damn,I can't remember the name anymore.. Some Q. - How can I use the rucksack? How can I put something in it? - I found some medicboxes and you can take bandages from it. But how can I use them? Only in MP?
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soldier assignascargo chopper1 [soldier] ordergetin true That should work too or if you want soldier1 & soldier2 in cargo "_x assignascargo chopper1" foreach [soldier1,soldier2] [soldier1,soldier2] ordergetin true
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I uploaded a mission with an improved version of my timebombscript Timebomb_2.1a by Blanco **Changed - Added** - Actions and remaining time are only visible when the player's about 1 meter distance from the timebomb. - The bomb explodes now when you try to shoot it. - Added cutting sound & kneeling animation (an existing one) - Reduced the volume of all sounds, so can hear them only local. I don't have webspace. I uploaded the mission into my briefcase : http://au.f2.pg.briefcase.yahoo.com/ To get access to the files : Yahoo!ID : ftielemans Yahoo!Password : dey8p7 Folder NEW\TB_V2.1a.Noe It won't take long it's about 26kb You need resistance & the well known addon : editorupgrade102 The mission : Some bad guys put a timebomb in one of the four buildings in the red squared area (check map). Your mission : find the bomb and dismantle it by cutting one of the three colored wires. A hint : You can hear the bomb ticking... You got 5 minutes. Good luck!
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I 've made a testmission where you can dismantle a timebomb (but in the mission it's laptop... ) Â by cutting one of the (virtual) colored wires. Â (a lethal weapon *x* scenario) When you're close to the bomb, three actions appear : Cut red wire, cut blue wire & cut green wire. Also three different things that could happen when you cut one: - The bomb explodes - The timer stops - The timer accelerate x2 You can't know which wire's the right one. They were randomly defined in the bomb_init.sqs at the start of the mission. In the testmission first you need to start the timer via a radiotrigger, then listen to the beeping sound and find the laptop. Choose a wire to dismantle it, you got max 2 chances to dismantle it. The timer counts down from 250 sec to 0, but you can change that in the init.sqs. Search for : Â limit = 250 ...and change the 250 in the time you want. During my tests I couldn't find any bugs, but I'm my own betatester, so I guess there are still issues... I needed 6 scripts & 3 triggers & too much boleans & global variables, but I think it can be done easier, If you know how, be free to make it happen, so I can learn something...:) I would be nice if some1 can clean the code or make this work in MP, because I don't have a clue how to work with addaction(s) in MP. Also I had some problems with counters in MP in the past. How can I make addaction work for every player in a MP mission? I think it works with OFP-CWC too. dl the test (editorupgrade102 needed!)HERE If the link does'nt work, click right mousebutton and choose Save as, it's a lot faster... **edit** typo
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Incoming fire and team reaction.
Blanco replied to @cero's topic in OFP : MISSION EDITING & SCRIPTING
Most of the time I use a EH 'fired" on every member of my group with a bolean. When somebody shoot's (in a named trigger), bolean's set true, than I can make the enemy patrol, change their behaviour,... whatever... But, I know it's not the solution for every mission. When you set the skill high (+70%) , they will react fast enough imo.. -
Incoming fire and team reaction.
Blanco replied to @cero's topic in OFP : MISSION EDITING & SCRIPTING
Bremmer/Keycat's Grouplink2 - script, No? -
No, no you can loop sounds with SfX without problem, I did it before with streamsounds & rain_on_roof sounds Unpbo the Official Resistance mission 01Invasion, there 's an example of a looped Sfx sound... also read this post : http://www.ofpec.com/yabbse....d=12167 The link in my post with the example is no more...
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No, the ogg bust be placed in your regular sound folder. I don't know how it works with class CfgEnvSounds, but why don't you use class cfgSFX? It's almost the same, with Envsounds you can make a sound object I think in(empty/sounds), with CfgSFX you choose the sound in a the trigger effects/trigger and it acts the same as CfgEnvSounds I can give you an example, but I'm at work now and I can't test it here... I'll get back to you but meanwhile... try this tutorial : http://members.lycos.co.uk/bloodmixer/ click on soundtutorial 1.3 Greetz Blanco
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r1c0cH3T, what do you mean?... more random I got 3 wires & 3 events, how can I randomise it more... _event1 => Â bomb is dismantled _event2 => Â Time accellerates _event3 => Â bomb explodes "r" = redwire "g" = greenwire "b" = bluewire <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;==== bomb_init.sqs === wires = [] _events = [0,1,2] _colors = ["r","g","b"] _r = random count _events _c = random count _events _r = _r - _r % 1 _c = _c - _c % 1 _event1 = _events select _r _color1 = _colors select _c _colors = _colors - [_color1] _events = _events - [_event1] wires = wires + [_color1,_event1] _r = random count _events _c = random count _events _r = _r - _r % 1 _c = _c - _c % 1 _event2 = _events select _r _color2 = _colors select _c _colors = _colors - [_color2] _events = _events - [_event2] wires = wires + [_color2,_event2] _r = random count _events _c = random count _events _r = _r - _r % 1 _c = _c - _c % 1 _event3 = _events select _r _color3 = _colors select _c wires = wires + [_color3,_event3] ;hint format ["%1",wires] Or how can I make it easier?
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How do you make radio messages?
Blanco replied to Nano Soft's topic in OFP : MISSION EDITING & SCRIPTING
yes, I know how, but it's too long to explain, search for a soundtutorial : http://members.lycos.co.uk/bloodmixer/ It's all there. -
Ok, I give it a try...can't test here, so there could be an error... Put this in the init of the player or in a trigger with a condition. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Player AddEventHandler ["fired",{_this exec "smokeshellcheck.sqs"}] Than the script smokeshellcheck.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _mode = _this select 3 ?(_mode == "smokeshell") : goto "event0" ?(_mode == "smokeshellred") : goto "event1" ?(_mode == "smokeshellgreen") : goto "event2" exit #event0 ....Blablabla...code... exit #event1 ....Blablabla...code... exit #event2 ....Blablabla...code... exit
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yes, you're right,sorry It red, blue & green Actually, the colors doesn't matter, The wires are not visible or somebody have to make an addon bomb for it. j/k
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Ofp bug ?? : cfgenvsounds & save/reload/retry
Blanco posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi, All my missions have a lot of custom sounds (CfgSounds,CfgRadio,CfgMusic,CfgEnvSounds & CfgSFX). When I use CfgEnvSounds and I save and reload or retry my mission the sounds disappear. That's a pity cos all the efforts to create a mission with a lot atmosphere are useluss because of that. Also custom music won't play anymore after a reload. I don't care about the music, but when you do you best to add several CfgEnvSounds, after a save/reload/retry everything is quiet... Is this a OFP-bug since the beginning? Is there a solution? -
How about a cam that follows the rocket in slomo?
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hehe, you need this. http://www.ofpec.com/yabbse/attachments/Sample_mission_v.1.40.Abel.zip It show a whole bunch of seagulls... source : http://www.ofpec.com/yabbse....d=11690
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Lester's invisible targets -addon will do the trick It's small,only 7kb, very handy stuff http://www.aef-kampagne.de/german....don.zip
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euh, goldmember can I delete the folders version 1.44 & 1.45 from my briefcase? It's for 54% filled now...
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What about lightning-flashes via drop? When overcast is more than 0.8 and setrain more than 0.8, just an example, tho...
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You GOT hurt when you're close 2 a fire AFAIK...
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Yes, I had the same idea, yesterday, I've played the 2thmission of the BAS-tonal campaign where you can use the radio via addaction to execute a CAS mission. Imagine...when you select the backpack via an action a dialog appears with the inventory, where you can select the weapons,magazines,... you need. Also, the COCdiver uses a rebreather and AFAIK it's a secondary weapon.Or is'nt it? Why can he carry a pistol, m16 & the rebreather? I was thinking about backpack + that new steerable chute...
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I uploaded all files to my briefcase http://au.f2.pg.briefcase.yahoo.com/ ID ftielemans PW dey8p7 folder GMR-mod\version1.44\...
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THX me happy