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Col Saint

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About Col Saint

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    Private First Class

core_pfieldgroups_3

  • Interests
    OFP, My Clan Dragon Knights, Computer and OFP and Computer.
  1. thank you for the fast reply I will try it out tonight, and will send in my results. Ty Bart.Jan
  2. K everything is working thanks RED and all the others which helped me. But I can´t get this script running: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _burnT1 = bmp1 _damage1 = 0 #start ?(getdammage _burnT1) == 1; goto "hurt1" goto "start" #hurt1 _dammage1 = 0 ?(player distance _burnT1) <= 6; goto "hit1" ~1 goto "start" #hit1 _damage1 = getdammage player ~1 _damage1 = _damage1 + 1; player setdammage _damage1;?(player distance _burnT1) <= 6; goto "hit1" ?(getDammage Player >= 0.8) && ?(player distance _burnT1) <= 6; exec another.sqs ?(player distance _burnT1) >= 6 && ?(getDammage Player == 1); goto "start"<span id='postcolor'> This should make a soldier get damaged when standing beside a burning vehicle. And what do I do when the vehicle stopped burning, well I want it to be save so how do I tell in script when the script stopped so its save again? I guess I have to learn alot about that scripting but no realy good tutorial I found, which could teach most stuff.
  3. Col Saint

    Weapon/ammo names (inc. resistance)

    yes true you have to use the description.ext for GPS,Watch Compass. showCompass=1 showGPS=0 showMap=1 showNotepad=1 showWatch=0 debriefing=1 If you use these commands on top of your description.ext you are able to show or not show stuff. 1 = showing 0 = not Well, that works in the description.ext, maybe its possible you could use it in game, too. Would be cool to have a map where you first have to find them first. I mean Map/Compass and a GPS-System and the wrist watch. The Items are there to place into the Map I check it out for my next mission.
  4. Col Saint

    Vtol script available

    Hey, well seen now this topic and ask myself...... well I have Addons with Harriers. VTOL and normal Planes in diffrent camoflage. Downloaded them ages ago. But nice work guys. I am working an the script if planes get damaged they start to drag flames and smoke behind it.
  5. OK, the fire works only on Resistance because the new commands not exist in the old OFP versions. Well could be that there are simular commands but I could not find out yet. So for my Script you need "Resistance". But I have to finish a little script so you have it complete. But I guess I need the help in here, for I couldn´t get it to work. Ty VayHalen, but not ready yet, still lots of work to be done!
  6. yes i will, but when finished. didn´t check on 1.46 though, should do it but i think the feature of the fire is only for resistance but i try it out for you. Because I think OFP-CWC/RH is burning out, the future is Resistance.... or independence lost I post the fire.sqs in here and will make a map to dl in my Website.
  7. I made a script for burning vehicles. If you destray a tank it starts burning. I am just trying to do the same for the planes, after damage, they start burning. I thought because of the Fire, the game will lag but nope it doesn´t. It seems thet the sparks, smoke and fire doesn´t effect the Gameplay, as a smokeshell does. I just have trouble with the Damage file, if u stand to close near a burning Object u get hurt if the fire is out its save to be around destroyed Object. Oh, while I am at it is there a way you take controle of a Soldier played in MP for few seconds? Not with Cutscene, I mean while playing?
  8. Col Saint

    Problems in resistance ......

    I think I have found out the problem but first about that -4/+4. Resistance is calling out an error (mine does) if I use a number without an positive or negative sign, that from the start. Somehow the problem occurs (hope spelled right) on diffrent terrain. I tried to build a bunker beach fortification. And the terain on the island is very uneven. The slope are very sharp angled. So trying to set the Object to a higher position causes a move of the choosen Object to a higher position on the groundlevel. So up the hill not up in the air. If the ground is level it jumps in the air. But not allways. I copied a Object on the Editor and inserted it with CTRL + V and suddenly it worked. The object was floting in the air. I try allways to get an M2 on a Concrete Wall Section. but it drops down to the flor and vanishes into the Block. If I change the hight, I move the position on ground not the flyposition. Even the command: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos ((nearestBuilding this) buildingpos 1) <span id='postcolor'> is not working. It was possible to set Units into a tower but now this even don´t work. Funny this is, right? Seems I have to find a way to get it done for I need guns like Motar MG into my bunkers otherwise it looks funny, unarmed fort.
  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos[(getpos this select 0),(getpos this select 1),4]<span id='postcolor'> This is to change the hight of an object in OFP, I used it to change and fit objects into uneven terrain. I tried to use it in OFP-Resistance, and all I get is a the movement North and west and not the hight. Did they change the command in Res. Please help, for my map cant be finished without getting object back to the ground. Thank you!
  10. Col Saint

    Help, in scripting!

    Ty ya both red and bn880. Red I just started editing the scripts, only used Editor to make Maps, and tried now the way of scripting. I must admit it´s fun, when it works. The trouble is if you don´t know commands or the basic it´s hard. Yes understand the timer is useless of course. Another thing a problem to make this script perfect. Because its ready and working i can tell what it does. The first script is for vehicles which gets destroyed not just to smoke, they burn out. The second one is for the Players when standing to close to get hurt till death. Now, if the timer is 0 (fire off) than the script should notice it and the player is save in range of the destroyed vehicle. I will try to sort it out but hell, i am ´still to bad in scripting to get it to work. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[[0,1,-2], [2,4,1], 3000(timer), 2, _blastT1] exec "blaster.sqs" [[0.2,0,-1], [2,1,3], 3000(timer), 5, _blastT1] exec "blaster.sqs" [[0,0,-1], [2,1,0], 3000(timer), 3, _blastT1] exec "blaster.sqs" <span id='postcolor'> *timer if timer is to 0, no harm is done to the Soldiers. For my new Map I had an idea, too. Is there a way to have as Player no Compass (this works I know in the desciption.ext) but if u are at a certain position, you can get it back on? Same with the GPS signal, you don´t show up in map like in veteran mode, but still in Cadett Mode, and use a command that you now are able to show up in the Map? Well, if I make maps I wanna make it special.   Saint And thanks alot for the help hope to do so later aswell and help others!
  11. Col Saint

    Help, in scripting!

    K the first script i made is working perfect now to this I bet there are many mistakes in there but would be great if you can help me in this out aswell: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _burnT1 = bmp1 _burnT2 = bmp2 _burnT3 = bmp3 _timer1 = 0 _damage1 = 1 #start ?(getdammage player) ?(getdammage _burnT1) == 1; goto "hurt1" ?(getdammage _burnT2) == 1; goto "hurt2" ?(getdammage _burnT3) == 1; goto "hurt3" goto "start" #hurt1 _timer1 = 0 ?(player distance _burnT1) <= 6; goto "hit1" ~1 goto "start" #hit1 _timer1 = _timer1 + 1 _damage1 = ?(getdammage player) ~1 ?(player distance _burnT1) <= 6; goto "start" ?_timer1 == 1: _damage1 + 0,2; goto "hit1"<span id='postcolor'> So if u close to the damaged BMP you should get in a certain amount of time some inguries. I didn´t put in yet if you reach a ingury of 0.8 (e.g.) a script is activated. I guess that i have to do in form of bn880, thank you for your reply!  </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(getDammage Player >= 0.8); exec another.sqs<span id='postcolor'> But my first part didn´t work out! I hope I don´t get on ya nerves! Thanks for ya all help!  Saint
  12. Col Saint

    Help, in scripting!

    thank you red I will do a try on that right away, it great that you help me alot with this, if this works I will send u link of this mission and see what i have build. k, I checked it out, the one for the player hurt it worked, but the trouble is I want you to die if u stay to close. So I need to add the damage points. If i set Dammage 1 you get killed, straight away, but I want them to die very slow, lol. And another idea, sorry. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">player getdammage .8; goto "hurt"<span id='postcolor'> Is this the right code to ask in script to ask for the damage of the soldier. But this must be only for soldiers next to the fire1 where he gets hurt not outside the circle. I guess I need a "AND" but than for each object right?
  13. Col Saint

    _x who is he?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KrilionGD @ Sep. 18 2002,09:04)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Sep. 18 2002,05:44)</td></tr><tr><td id="QUOTE">Do this instead: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint Format[""WARNING: %1 you are about to leave the mission zone..."", _x]" foreach thislist;<span id='postcolor'> Or doing </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint Format[""WARNING: %1 you are about to leave the mission zone..."", name _x]" foreach thislist;<span id='postcolor'> Might be a bit more informative.<span id='postcolor'> Dude! I love you... can I send you flowers! I was so close amd getting really frustrated... thanks a million.. sans the missing front " it worked like a charm... and you can't use a : after warning, as in WARNING: blah blah... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "_x setdammage 1; hint Format[""%1 was killed for leaving the mission zone.."", name _x]" foreach thislist <span id='postcolor'> & </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "hint Format[""WARNING %1 you are about to leave the mission zone.."", name _x]" foreach thislist <span id='postcolor'> thanks again...<span id='postcolor'> "thislist" on which does this refer to? I got a script which don´t work: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #start _timer1 = 0 ?(player distance bmp1) =< 2:goto "loop1" ~1 goto "start" #loop1 _timer1 = _timer1 + 1 ~1 ?_timer1 == 10: player setdammage 0.1; goto "start" ?(player distance fire1) =< 2:goto "loop1"<span id='postcolor'> This should be damaging an Soldier (doesn´t matter AI or Player) if he comes near this Object. And this often, if he keeps in range. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(player distance bmp1) =< 2:goto "loop1"<span id='postcolor'> This don´t work, I get an Error on the line. Please help! Thank you, for your time
  14. Col Saint

    Help, in scripting!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Sep. 30 2002,18:07)</td></tr><tr><td id="QUOTE">Just detect if the vehicles have been destroyed with the get dammage command for example: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop ?(getdammage bmp1) == 0: _blastT1 = bmp1; goto "blast" ?(getdammage bmp2) == 0: _blastT1 = bmp2; goto "blast" ?(getdammage bmp3) == 0: _blastT1 = bmp3; goto "blast" ~1 goto "loop" #blast [[2,2,0], [2,4,1], 3000, 2, _blastT1] exec "blaster.sqs" <span id='postcolor'> For your second question have a script like: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #start _timer1 = 0 ?(player distance fire1) =< 2:goto "loop1" ~1 goto "start" #loop1 _timer1 = _timer1 + 1 ~1 ?_timer1 == 10: player setdammage 0.1; goto "start" ?(player distance fire1) =< 2:goto "loop1" <span id='postcolor'> I haven't tested them so you will have to. RED<span id='postcolor'> k the first didn´t work out, because it creates lag for it loops allthe time when the bmp´s get hurt. I had to change the damage to == 1 than the script was working. So i need to make a script for each vehicle seperate. I tried to make diffrent loops in there so it don´t ask for the allready destroyed vehicle again. Maybe, if i use the count option, it will do it ....? No I think this won´t work, it must be I guess a much more complex script, which I can´t program in the moment because I have not the knollage yet. To the second script, I get an error on the player: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(player distance fire1) =< 2:goto "loop1"<span id='postcolor'> It must be a syntax that all AI and Players can be hurt at that fire/object. Is there no way to have a tutorial in scripting somewhere?
  15. Col Saint

    Hey guys - requesting a script

    well yes there is one sort of well not clearing it, a engeneer can discover the field and set marker on the map. Look here for minefieldscript You might can change the script so the engeneer is picking up mines. But the script is using triggers and heat125 underground, well maybe you like to have it.
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