Chris Death
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Everything posted by Chris Death
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hmm GB i just woke up so my eyes are too little at the mo to follow you Nah, i had just a few weeks ago troubles with a respawn script and a killed eventhandler so that i can follow you. Chaos - your problem is that the script has lost relation to one of your variables, therefore you get the scalar bool error. With using the format technique, you can avoid that. It's not impossible to add more than _this parameter to eventhandlers. Post your script and post what your option1-3 are and how you get to them. ~S~ CD
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Those BF2 players who hate it but liked BF2 very much have a reason; The reason is the way how EA/DICE supports the comunity with bug-fixing and how they react to their user's issues. E.g: in first quarter of year 2006 they released patch 1.3 which made the game totally instabil and for some really unplayable due to connection loss or crash to desktop. Also some new features opened the ability to misuse them (like car-drop => cartillery where the commander could drop vehicles onto enemy units to kill them). It took a half year until they could release patch 1.4 which at least fixed the connection timeouts and crashes to desktop. BF2 comunity has built up a big frontline against BF2142 since EA/DICE seemed to concentrate more on the release of this rather than fixing an already sold game full of bugs. Now EA/DICE is trying to move their BF2 customers over to BF2142 by the veterans program, which would let you use your BF2 status to get into BF2142 and so give you some weapon unlocks before other BF newbies get them. I like playing BF2 but i also won't buy 2142 since the real game i've been waiting for is comming out soon. ~S~ CD
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Locals are local within a script only - this has the reason that you can use e.g. the same script for more than only one object without having to care about variables conflicting eachother. Global Variables without an underscore in front exits everywhere on the network if assigned globally (which should be the case if done properly). So you're last sentence was correct - you have to rename them into globals to be able to publicVariable them. ~S~ CD
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hmm - if you count 2 + 2 you should see that the picture is from Sinai island which has already been released by LoBo. ~S~ CD
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I think he's talking about my construction site building Miles. If this is the building you're refering to, olemissrebel; Well, this has not really been released yet due to the fact that i'm very very busy in real life. Klavan and me are working on the construction kit 2.0 and there it will be included for an official release. Once it has been released, Lobo will get the newer version aswell + everything else in that pack. Â @Miles - sorry for my absence mate but my spare time at the mo is really rare. :edit - well he wasn't - ~S~ CD
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Ho to detect if there are no more vehicles alive
Chris Death replied to seba1985's topic in OFP : MISSION EDITING & SCRIPTING
Did you guys yet test if this works or are you just discussing about which way is using less performance? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">EastVehicles = []; {if (driver _x != _x) then {EastVehicles = EastVehicles + [_x]}} forEach thislist Will create an array of vehicles - that's right. But ... When placing let's say: 3 west jeeps will feature an array like with their unit names. Now if you let GET OUT them, the array will contain only: west jeep1 #noid something. Thus you cannot remove the unit from the array since it's reference to the check is not matching anymore. There's another command that could be useful in your case: counttype <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">typeName countType array Operand types: typeName: String array: Array Type of returned value: Number Description: Count how many vehicles in the array are of given type. For type see CfgVehicles. Example: "Tank" countType list triggerOne For ground vehicles you can use type: "land" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"land" countType thislist would return all ground vehicles in the trigger's list. I can't test anything before sunday, so maybe someone else will come with a solution before - if not i'll give it a go at the weekend. ~S~ CD -
I agree twith D@nte; Wether you make a big object or four seperate objects using the same polycount, you will not feel a difference in framerate me thinks. Vehicles will not go through as supposed to and firing onto a single brick will make the whole structure go collapsed. Also AI Path will feature lot's of points to send your units to. Dammage: No is something i would suggest here anywayz. ~S~ CD
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errm - are we here in: Addons & Mods: complete or in: Addons & Mods: featuring a link to download? If an addon or mod is completed it belongs into here me thinks and if it's not it belongs to the discussion forum. If an addon has been released but the download links get broken, it will for sure not go back into discussion forum aswell. ~S~ CD
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The group that never was...
Chris Death replied to Heatseeker's topic in OFP : MISSION EDITING & SCRIPTING
Nah, no need to force them out of their vehicles, it's just a question of what you're checking for. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"vehicle _x in thislist" count group_array == "alive _x" count group_array AND "alive _x" count group_array > 0 To be honest i totally forgot on that case that they're probably in vehicles, so i didn't consider it in previous code. Now it should work fine. explanation: now you're checking for the vehicle of each member of group_array inside the trigger's list. Now it doesn't matter wether a unit is inside a vehicle or not. ~S~ CD -
The group that never was...
Chris Death replied to Heatseeker's topic in OFP : MISSION EDITING & SCRIPTING
Yeah, Heatseeker - i was going to tell you about the trigger activation thingy (that's why i asked you in an earlier post). The list of a trigger contains only objects which match with given activation conditions. A west/present trigger will only contain west units inside it's list. An anybody/present trigger will feature units of all sides in it's list. It's not weird, it's even mentioned in the comref btw. ~S~ CD -
The group that never was...
Chris Death replied to Heatseeker's topic in OFP : MISSION EDITING & SCRIPTING
What doesn't work? Do you get an error message, or is there just not happening anything. When posting this i've tested it off course before, and it was everything working fine. What are the trigger's activation criteria? Explanation: If the number of guys from the group array inside the trigger's area is equal to the number of guys from the group array who are still alive, and if the number of guys who are alive in group array is more than 0, the trigger should become activated. Now with more than one sentence: The first count is for check, how many guys of group_array are inside the trigger area. The second count is for check how many guys of group_array are alive and will be compared to the first count. The third count ensures that the trigger doesn't become true, if the whole group is not alive anymore. Imagine the number of living guys in group array = 0, and not one guy of them is inside the trigger area. 0 = 0 (the comparisation) and the trigger would become active even if there were nobody alive. ~S~ CD -
uhm yeah and off course the other way around: "alive _x" count [con1,con1a, con1b, con1c] == 0 or "alive _x" count units grp1 == 0 This way would check if the sum of alive guys, considering the given units in array or group is at zero. ~S~ CD
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The group that never was...
Chris Death replied to Heatseeker's topic in OFP : MISSION EDITING & SCRIPTING
Well, if you join somebody to the group you will do it with a command anyway (may it be a script or trigger or waypoint). In the same onActivation line or script you can add him to the array aswell: group_array = group_array + [that_guy] @Messiah you may be right in some case but you did also use 5 triggers where one would do the job aswell. Imagine that when using 5 different groups instead of two: then we already at 11 triggers. Sure it's simple, but then we could also go for the 1 trigger for each man method. ~S~ CD -
The group that never was...
Chris Death replied to Heatseeker's topic in OFP : MISSION EDITING & SCRIPTING
Or you do it the array way by using this condition in trigger: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x in thislist" count group_array == "alive _x" count group_array AND "alive _x" count group_array > 0 :note - it doesn't matter of which side the guys in the array are. ~S~ CD -
The group that never was...
Chris Death replied to Heatseeker's topic in OFP : MISSION EDITING & SCRIPTING
Well, a working solution is: to name each individum of the two playable groups (e.g: w1, w2, w3). Then make an init.sqs and put this code inside: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> group_array = [] "if (alive _x) then {group_array = group_array + [_x]}" foreach [w1,w2,w3,w4,e1,e2,e3,e4] :note - in this example there are two groups each of them four members. One group is named w1 to w4, the second group e1 to e4. group_array will contain all of the units from these two groups, being alive at start of the mission. Now it doesn't matter which units have been choosen or disabled at player's selection screen. btw - what was your problem with countside? In multiplayer countside is an important thing when checking e.g: how many guys of a group are alive, since dead groupmembers may be considered local but not global sometimes. Also dead guys are on civi side and still part of a group in some situations (especially in multiplayer). ~S~ CD -
So how you named Zeltoffen then? tentopen or Zeltoffen the condition in the script is waiting for: @(isnull Zeltoffen) But the deleteVehicle happens on tentopen. ~S~ CD
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should work Only two probs neph, should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tentClosed = "tentclassnameClosed" camcreate getpos _pos And you need to deleteVehicle the other tent before, or the position of the new tent will not be the right one. Putting an object onto the position of another one always screws up. ~S~ CD
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ROFLCOPTER & PETER PAN RELEASED!
Chris Death replied to blackdog~'s topic in ADDONS & MODS: COMPLETE
Well Blackdog, you legalized the stuff then Now i'm waiting for the right oponent of Peter, and i don't mean Hook. I mean that unit firing with precise deadly warning levels and the laserguided 'ban' misile. While some may be right it's not the most serious add on for ofp, but it's at least an step on entertaining the comunity and keeping it alive 'till we get what we're really waiting for (Q4). ~S~ CD -
Well, then come back when your brain works again. :edit - you know what - i give up on you How can you have made a campaign but not knowing what to do with description.ext? Or even not knowing what it is. ~S~ CD
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R E A D what karantan told you  :edit - and stop with dbl-posting everytime you want to say something followed by something else 1 or 2 minutes later. ~S~ CD
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But i must agree: When going to sleep somewhere you would at least build up the tents to have not to sleep out in the open. Or do you think you (Soldier) will go to sleep while the others building the tents and then nicely carry you over into one. In CWC campaign the camp was created while you were going for hunting some men down in the woods with your officer. When you came back, the other part of the squad has finished building up the camp. Maybe you should try something similar - e.g: let your guy get busy with a guard post job to secure/observe a passage and when guards change, he comes back to the built up camp (or so). ~S~ CD
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good luck with your campaign Nah sorry for being ironic, but do you really feel ready for making a campaign? Or did i understand just something wrong? Characters don't need a campaign - you can use them in simple missions too. Like karantan already mentioned do some theory stuff like reading (or at least getting) a comref. It's not other's job to post the stuff again and again what you're asking for, if it's already documented in the comref. ~S~ CD
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Well, i didn't know that neph but not selecting it makes the rotation in place while selecting it makes the rotation in relation to the center. ~S~ CD
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Mines blow up on a guy
Chris Death replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Nah, this type of dbl-post usually happens accidently by some kind of forum time-out and pressing the button twice in thinking of the post didn't work. @Jonathan, Deus is right - follow his link and read. ~S~ CD -
Well, i was talking about ..... like to put a line into a units init field .... I never said that this is exactly the solution. Â However, you made the opening, now we have a base to work on. What you really need is: a trigger: size 0/0 activation: none / present / repeatedly condition: vehicle player == jeep1 onActivation: player setcaptive true onDeactivation: player setcaptive false like in this picture: And you need to name the jeep to have the reference point to it (i named it jeep1) - see the picture: hope this helps ~S~ CD