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Big Ben

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About Big Ben

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    Lance Corporal
  1. I would name each ai, but I'm using a spawn module. I have the basic concept of how to use most of the scripts, but I'm not sure if I could write one that could be used for each Independent or not. I'm not saying it can't be done, but how to write it so it would work with no limit on how many times it will have to run for the Independent side or not. The forums have given so much information on doing the same thing different ways for a variety of different reasons. Most of the time I find a code sample and I'll try using it, and if I can't I'll read more on it and most of the time I can get it to work. If I like the result or if it does something I like even more than what I expected I'll log it in to my "In Game Code Book" that I've been working on since Operation Flashpoint. I can't even think of where to begin thanking the many talented programmers that enjoy making scripts and tutorials for these games, not to mention the folks who made the games we all enjoy. Is any game perfect...no, but most of the things that a lot of people call a bug are overlooked by me simply because there are plenty of other things that are fine and work well. Thanks to all who responded and offered thier time in my problem...Everything as of now is working well. Be safe in the field....It can be a little rough out there.....
  2. Thank you for your help again :) Everything works very well, but I do have one last issue....The base/bases that are protected with the trigger....it seems if there are too many Independents entering the trigger area some get by without being killed. Is this a engine issue of the trigger not having time to reset for the next enemy entering the trigger area? This is what I did for my problem, but I'm not sure if it will cause lag or not....Do you know if it will or not? Here is the code from the mission SQM. This is just a small portion to give you an idea of my method of making sure the area/base is fully protected. Where a=100 and b=100, and Where a=95 and b=95....the rest of the code continues on to 40. This way each trigger has at least 5 meters between each one. So if there are too many Independents that hit the first trigger by the last one of a=40 and b=40 Every Independent has been taken care of. I'm not sure of how many bases (Safe Zones) I will have, but it will be very limited...2 or 3 at most, but I don't want to create a lag demon by this method. I'd tell you more about it in a PM if you are interested in knowing more about it. Again....Thank you for your time. class Item15 { position[]={2945.1575,39,4515.126}; a=100; b=100; angle=112; activationBy="GUER"; repeating=1; interruptable=1; age="UNKNOWN"; text="80"; expActiv="{_x setDamage 1;} forEach thislist"; class Effects { }; }; class Item16 { position[]={2945.1575,39,4515.126}; a=95; b=95; angle=112; activationBy="GUER"; repeating=1; interruptable=1; age="UNKNOWN"; text="80"; expActiv="{_x setDamage 1;} forEach thislist"; class Effects { }; }
  3. XxAnimusxX...Thank you for your help, and quick response. The change you mentioned, if I wanted to allow named Independents....Would the code look like this as mentioned in this thread by Riouken? http://forums.bistudio.com/newreply.php?do=newreply&p=1930921 Or if it is different I'll try to find it. Again thank you for your help....Cheers!
  4. Using the key words "Zone" and "Restriction" there were only 11 threads. I read all of them and I did not find the answer to my question which is this: How can I make a trigger, or set of triggers protect a base from one side that is controlled by the AI, or would it be better to use a marker? I am using BLUFOR, OPFOR, and the Civilians, but I do not want the AI Independants to enter the base ever. This is being made as an SP and MP mission. http://forums.bistudio.com/showthread.php?148362-Zone-restriction&highlight=Zone+Restriction When the Independant side enters the trigger area, this code kills the player. Condition Field: !(player in thislist) On Activation: player setDamage 1 ---------------- http://forums.bistudio.com/showthread.php?115300-Using-markers-areas-as-zone-restriction&highlight=Zone+Restriction This code used in a trigger's condition field creates an error. It doesn't show what it is either. [] call {{_x setDammage1;} forEach thislist; false;};
  5. Big Ben

    skipTime

    Ok I changed the script from this: #loop skiptime .000333 ~0.1 goto "loop" to this: #loop while {true} do {skiptime 0.00333; sleep 0.1}; ~0.1 goto "loop" I call the script like this, in a trigger: On act: this exec"example.sqs" It still doesn't work. Would anyone like to see an example mission with what I have so far to make sure it is correct? I tried it a couple of other ways too, but still no luck. Using this code by itself, in a trigger, instantly jumps to night time. I need the loop to make the transition smooth. while {true} do {skiptime 0.00333; sleep 0.1}; Thank you all for you help and very quick replies.
  6. This is a cool little script to see all the different times of day, but the script the way it is doesn't work as it did in OFP or ARMA. Is there a different way to write it? Any help would be greatly appreciated. Condition: this On act: this exec"example.sqs" where example is the name of the script. this can also be used as true. this is the script: #loop skiptime .000333 ~0.1 goto "loop" The value can be changed to make it longer or shorter to fit the mission makers taste. I viewed about 30 or so pages on the forums, and I searched the wiki: http://community.bistudio.com/wiki/skipTime This code found on the wiki page, did not work for me. I may not have used it right. while {true} do {skiptime 0.00333; sleep 0.1}
  7. Big Ben

    Join Command

    Thank you for the help that worked. I forgot the "<" It's the simple stuff that always comes back to haunt me while testing my missions. Thank you for again for the help.Cheers!
  8. Big Ben

    FFUR-SLX 2007 2.0

    Thank you for your help. It worked. I'll be looking for your stuff too. Cheers!
  9. Big Ben

    Join Command

    I've got this from another post, but it didn't quite answer my question. I know the first topic is from AA, but I was trying to find any script, or something that I might be able to use. The second is the join command from the wiki. Topic: http://www.flashpoint1985.com/cgi-bin....t=67998 OFP Wiki: http://community.bistudio.com/wiki/join My question: I'm using one island off the Sarugao map to hold a bunch of zombies with 1 civilian. That 1 civilian can't be harmed, and is able to roam anywhere on the island through waypoints. I want to know if there is a way to make that 1 civilian join my squad with out stopping to wait for me at a way point called "JOIN" through the editor. I've tried it different ways from being detected, true, alive, and nothing I've tried is working(I even tried "SWITCH", but it didn't work the way I did it). If I put the join WP,or trigger that's in sync, or not, in the middle of the many WP's, or anyplace else for that matter, the civilian just stops and waits for me to reach the trigger. This mission is sorta based on the big zombie mission "Zombie Outbreak", but I'm doing it with a twist. A better way to explain it is this: I have x amount of waypoints for the 1 civilian to go to, then a cycle waypoint at the end, to keep the civilian busy. The task is a search and rescue(SAR), but the player must search the 1 entire island for the civilian, without being eaten. I'm making it in to a mind game for the player. Leaving loads of clues, sounds, a very limited amount of ammo, even less gas, and a bunch of other things too, along with being a timed mission, BUT my problem is this....if I accidently run in to the civilian before other things are revealed or discovered I would like to have the civilian be able to join my group to be removed from danger at any given time, but only at close proximity say like within 10 - 20 meters, or just a little bit farther. Any idea's, and can it be done without scripts? I'll use a script if anyone knows where to find one. Any help is much appreciated.
  10. Big Ben

    FFUR-SLX 2007 2.0

    Thanks for the reply. So all I have to do is put it in the bin folder?
  11. Big Ben

    FFUR-SLX 2007 2.0

    I have added the NIM Weather stuff, and so far it's ok here. I do have 1 quick question though, and I didn't see it in the readme. How do you install the hotfix? It works just fine for me without it, and I was wondering if it fixes something I haven't tried out yet. Thanks in advance.
  12. Big Ben

    F/A-18E/F 1.0 Released!

    I had a go with this great aircraft you made Franze, and I'm very impressed with it. I also like the fact that if you land the plane with the landing gear up it doesn't just explode like a lot of other addons that do. That is a cool feature to be able to use in case of massive failures that lead to a crash that you could be able to at least be able to walk out of instead of just ejecting all the time. Again great work on this and everything you've made. It's all very appreciated. Keep up the great work! **Edit** I almost forgot to add the ejection seat and canopy thing too.....It will make a nice mission based on the movie Behind Enemy Lines. That's a nice touch(Player controled crash) to the addon. Here is a question though...Are you going to make a script that will crash the plane/or future planes (if you make more)? If so, I hope you make the plane to still be able to be crashed by the player. If not I'm happy with this one.
  13. I've tried a couple of addon making tutorials, and for a lack of a good way to say it...I'm a non-addon maker dumby.... Since I don't know how to make addons, I'm asking for anyone who can to make certain types of things for a map collection that I'm working on for the Stargate community. Right now I have more than 150 planet types on a single map. With this type of map size I've run in to a small problem. I need as many people who like to make addons make some custom buildings, foilage, and anything that would make each world unique. I'm looking for buildings that don't have all the animations, are enterable, and AI friendly(From what I read this would be better for game play fps). For more information please post here if you want to help with my project, or have any requests on planet types, or what you would like to see. Any and all help will be much appreciated. Big Ben
  14. Big Ben

    Music Config?

    So it shouldn't look like this? class CfgMusic { Â Â tracks[]={menu1,menu2,menu3,Airwolf,cruise,Sparrows,theride}; Â Â class menu1 Â Â { Â Â name = "menu1"; Â Â sound[] = {\music\menu1.ogg, db+10, 1.0}; Â Â }; class CfgSound { Â Â tracks[]={Tok'ra1}; Â Â class Tok'ra1 Â Â { Â Â name = "Tok'ra1"; Â Â sound[] = {\sound\Tok'ra1.ogg, db+10, 1.0}; Â Â }; And it should look like this? class CfgMusic { Â Â tracks[]={menu1}; Â Â class menu1 Â Â { Â Â name = "menu1"; Â Â sound[] = {\music\menu1.ogg, db+10, 1.0}; Â Â }; }; class CfgSound { Â Â tracks[]={Tok'ra1}; Â Â class Tok'ra1 Â Â { Â Â name = "Tok'ra1"; Â Â sound[] = {\sound\Tok'ra1.ogg, db+10, 1.0}; Â Â }; }; I left every thing else out to keep it smaller to view. I'll keep trying . Descriptions are a bit testy though if it's not just right. Thank you for the reply Planck. I'm learning as I go with the scripting stuff, so I will probably ask something that will probably sound dumb, but it's only because I don't get it. I've been reading other forums too to see if there is an answer to my question about adding the lip part to the description, but no luck yet.
  15. Big Ben

    Music Config?

    class CfgMusic {   tracks[]={menu1,menu2,menu3,Airwolf,cruise,Sparrows,theride};   class menu1   {   name = "menu1";   sound[] = {\music\menu1.ogg, db+10, 1.0};   };   class menu2   {   name = "menu2";   sound[] = {\music\menu2.ogg, db+10, 1.0};   };     class menu3   {   name = "menu3";   sound[] = {\music\menu3.ogg, db+10, 1.0};   };   class Airwolf   {   name = "Airwolf";   sound[] = {\music\Airwolf.ogg, db+10, 1.0};   };   class cruise   {   name = "cruise";   sound[] = {\music\cruise.ogg, db+10, 1.0};   };   class Sparrows   {   name = "Sparrows";   sound[] = {\music\Sparrows.ogg, db+10, 1.0};   };   class theride   {   name = "theride";   sound[] = {\music\theride.ogg, db+10, 1.0};   }; What do you mean enclosed? This description above works in game just fine, but the one below is where I'm trying to add the Cfg Sound. I got it to work once, but I forgot to save it. This time I'm also trying to do lip files for the sound, and I don't know what to do next. TheWraith is helping me out too, but I'm still not sure if adding this to the description is working the way I thought it would. TheWraith sent me an example to go by, and if it works the way I'm trying to write my description, I'll post the solution here for everyone. class CfgMusic {   tracks[]={menu1,menu2,menu3,Airwolf,cruise,Sparrows,theride};   class menu1   {   name = "menu1";   sound[] = {\music\menu1.ogg, db+10, 1.0};   };   class menu2   {   name = "menu2";   sound[] = {\music\menu2.ogg, db+10, 1.0};   };     class menu3   {   name = "menu3";   sound[] = {\music\menu3.ogg, db+10, 1.0};   };   class Airwolf   {   name = "Airwolf";   sound[] = {\music\Airwolf.ogg, db+10, 1.0};   };   class cruise   {   name = "cruise";   sound[] = {\music\cruise.ogg, db+10, 1.0};   };   class Sparrows   {   name = "Sparrows";   sound[] = {\music\Sparrows.ogg, db+10, 1.0};   };   class theride   {   name = "theride";   sound[] = {\music\theride.ogg, db+10, 1.0};   }; class CfgSound {   tracks[]={Tok'ra1};   class Tok'ra1   {   name = "Tok'ra1";   sound[] = {\sound\Tok'ra1.ogg, db+10, 1.0};   }; I also have 1 folder named music, and one folder named sound. Thank you for taking the time to reply to this topic/thread.
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