Chris Death
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Everything posted by Chris Death
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The only way to ensure there are only two possible options available to the player would be: using a dialogue There's a dialogue tutorial by Vektorborson available at OFPEC editors depot. Check it out and give it a try. just for info: AFAIK you cannot remove the original available actions, therefore a dialogue could be the only way. ~S~ CD
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Also the one or other sniper at the right place can slow down the way to success. Removing heavy weapons is off course a good idea too, and maybe you could put some fixed mg's to some key positions. If you give a whole group of infantry a GETIN waypoint onto such a fixed mg, they will even remount the gun, everytime a gunner gets killed. ~S~ CD
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It would only exit the script, local. The script will continue on those machines, where there's the player still alive  :edit - off course only in case the script is running for others too. ~S~ CD
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"!" means "not" "=" means "equal" "!=" means "not equal" This line sets damage of 1 for each unit in the same group of soldier ws2 and for each unit in the same group as ws4. If ws2 and ws4 are both in the same group, than you only need to do it for one of them. If you want only to kill ws2 and ws4, then you should say: "{_x setdammage 1}" foreach [ws2,ws4] ~S~ CD
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Lock tank turret while moving?
Chris Death replied to KTM_Calle's topic in OFP : MISSION EDITING & SCRIPTING
Forget the animation thingy - better do something like that: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //make vehicle crew open hatches vehiclename action ["Turnout"] //make vehicle crew close hatches vehiclename action ["TurnIn"] ~S~ CD -
ooops - soz, but the threatmatrix function let's you compare the knowsabout from one array to another and vice versa - not the reaveal case, you're after. It wouldn't be a big deal to do the reveal stuff with a function similar to threatmatrix, but i'm too tired now 7am it got here now Will see what i can do tomoz, if nobody else came up with summit. Meanwhile you can still check out the editors depot function library, in case there's already such a function. gnite then ~S~ CD
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Set the special field in each unit's menu to: none (i'm talking about the one, where you usuall see: in formation) and put this into the groupleader's init field: {_x commandMove (getpos _x)} forEach units this :edit - and forget the dostop command when using this method - also don't give them guys a waypoint, except you doing it by a script, executed by waypoint scripted Waypoint scripted method: Make the first waypoint: SCRIPTED place the waypoint scripted wherever you want Put into the scripted box: hold_position.sqs Now create the script: hold_position.sqs And put the following stuff into the script: _group = _this select 0 {_x commandMove (getpos _x)} forEach units _group @condition exit :note - @condition is whatever condition you need to let the script exit, so that the guys will do whatever the next waypoint after the SCRIPTED one tells them. :edit - off course instead of: @condition you can also create a loop to avoid stressing the cpu for nothing; #waitloop ?(condition): exit ~5 goto "waitloop" ~S~ CD
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Toadlife has made a function, called: threatmatrix It should do exactly what you're looking for. You should head over to OFPEC's editors depot to get it from there. :edit - this link might take you there http://www.ofpec.com/editors/funcref.php?letter=T P.S: select the letter "T" and scroll down a bit ~S~ CD
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Why shouldn't we still try to keep this stuff in a single line "if (_x != ws3 AND _x != ws10 AND _x !=ws20) then {_x setDammage 0}" forEach (units wg1 + units wg2 + units wg3) OK, now ws1,ws2,ws3 will be excluded from the cycle through the groups wg1 and wg2. ~S~ CD
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Well jaenak and should look like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_x setdammage 0} forEach (units ws1 + units ws2) and <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_x setdammage 0} forEach (units wg1 + units wg2) should look like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "if (_x != ws3) then {_x setDammage 0}" forEach (units wg1) Is that OK? Â ~S~ CD
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Well Suma, at least you were honest enough to stand your man to post that answer (there are a lot of SW companies out there, who would have simply said nothing in this case). As i already mentioned above, that bugfixing (or even bug-research) can be a pain in the ... and very often do cause more problems than fixed, i fully support BIS' opinion, about wether to fix it or not. Anyway, i haven't met the bug, explained above yet, so it might not be that big problem for the comunity too. ~S~ CD
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What about: "if (getdammage _x < 0.5) then {_x setdammage 0} foreach array Now ya know how to setup your array - don't you? Anyway, i'll tell ya how to do that whole thing (there are other solutions aswell, but i think the following one isn't that bad). Into the first unit's init field (the first unit you place onto the map), put: immortal_array = [] Then start creating your groups, and into their leader's init fields (or into any of them guys init field - usually the leader), put: immortal_array = immortal_array + units this Now make a trigger (size 0/0 - activation: none once) condition: true onActivation: [immortal_array] exec "immortal.sqs" And now you only need to put the following script (immortal.sqs) into your mission folder; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _array = _this select 0 ;{ _x addEventHandler ["dammaged", {(_this select 0) setDamage 0}] } forEach _array #loop "if (getdammage _x > 0.5) then {_x setdammage 0}" foreach _array ~0.1 goto "loop" OK, there will still some soldiers die upon some exellent hits, but one of the guys could even stand a shot into his right eye, when i was testing it. It depends on timing and on the kind of hit (no way to stand a grenade btw). In combination with the eventhandler "hit" you can get very good results too. If you want to put that eventhandler onto the units, you could just remove the semicolon in that line before it says: #loop hope this helps :edit - just noticed i made "< 0.5" instead of "> 0.5" - fixed that now - ~S~ CD
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People killed in one mission not in next?
Chris Death replied to FHP_Intercepter's topic in OFP : MISSION EDITING & SCRIPTING
That's only possible in a campaign. I feel like i've already said something like that ~S~ CD -
threat.at I'm austrian too, and one of the first things i did was: i've changed the language quickly to english, as in many cases the translations do sound like: Schwitzer Dütsch  Also most of the manuals and tutorials are written in english, and for some strange reason my knowledge of this language grew up hell of alot during the last two years  ~S~ CD
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did i see somebody asking for those scripted box inside a waypoint's menu Well then i feel like i haven't done this for nothing: http://www.ofpec.com/yabbse....start=0 Follow the link to OFPEC - if you aren't registered there, do that quickly, as you'll find the best editing support for OFP there. Once you reached the link, you'll see a lot of explanation + examples for: waypoint type scripted IMHO that's one of the most powerful waypoints in OFP, but alot of ppl seemed to have overseen that OK, maybe you need to read that twice, but once you're comon with it, you'll agree on that. ~S~ CD
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Island rating? so many of them....
Chris Death replied to freddern's topic in ADDONS & MODS: DISCUSSION
I agree on Sarugao island still being one of the greatest "island only" addons. There's also this "Sinai Pensinula", but it requires CAT shit ones afghanistan, and there's the point why it's even at the lower half of my favourite islands list. IMHO it's a big "minus", if players are forced to allocate 63 megabytes of ram just for loading objects, required on another island, even tho Sinai Pensinula is a well made desert island (except the whole coast line to on the westside of the isle). Jelalhabat is also a very good desert/rough style island, with two bigger towns on it, still featuring a well performance. Off course there's no point in a discussion, wether Tohnal is good or not - hell it's brillllllllliant. Unfortunately not everybody is able to tell you that, but have you ever tried to install win XP onto a 386' with 33mhz and 4mb's of ram Kalighat is also a nice island, so are Trinity and Skye. GAIA island is ok, but i don't find myself very often on that (dunno why - depends on personal taste probably). East Border (green and white) are also well made, i second that. And lastly, to be honest, i find meself lately very often on Everon, Malden and Kolgujev (maybe it's just because of my 2 1/2 year of memories on them, but they are still damn good islands) ~S~ CD -
People killed in one mission not in next?
Chris Death replied to FHP_Intercepter's topic in OFP : MISSION EDITING & SCRIPTING
btw - Mr. Zig is talking about the campaign, and this is what you should be after. ~S~ CD -
@kittycat I could swear, that there's already such a respawn method available. Not sure right now, but i think the guys who made the Baracken addon were doing that. (they're called summit like mapfact or so). ~S~ CD
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No not really, i see it that way: the more they are trying to solve a bug, the closer they will get to the real source of the problem It's the same problem, when trying to bugfix scripts of a larger complexity (actually i'm working on a project where there are about 40 scripts working together, using variables across through the scripts). Now if i want to change a little thing in one script, i always need to check all the others too, just to check if there's now something going wrong, where i wasn't even after. Now imagine, what fixing a small bug can cause in relation to such a huge complexity like the game engine. Therefore it's also a good point to release only beta patches, and then call them "final", once you're sure you could at least fix the problems, you were trying to fix, without causing new ones. Sorry if i'm bothering you with that, but i'm working as a system admin in a bank, and my job is: to solve problems, caused by others. Therefore i felt the need to tell ya about the problems when trying to fix something. P.S: BIS - my explanation should still not be a reason, not trying to fix the above mentioned bug too Anyway, i'm sure you doing fine and i'm happy with that kind of support, OFP already got by BIS, so i can't imagine that this bug won't be fixed aswell. ~S~ CD
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And that's again a point for CoC NS, as i remember that you can also check wether the packet came thru or not. Correct me if i remember wrong BN880 ~S~ CD
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Groups, and knowledge about them
Chris Death replied to Taurus's topic in OFP : MISSION EDITING & SCRIPTING
IMHO they would, but what if the groupleader forgets to watch "left-right" on the next road, and there's that huge dark-black monster truck comming along. New leader would say: oh no - 1 is down (in some pre-resistance version, he would even not stop yelling that ) And then the remaining part of the group would stand around where the ex-leader came under the truck, just having not a clue, where their destination was. But basically yeah, they would follow him, if there weren't some other scripting commands been told to them. ~S~ CD -
Groups, and knowledge about them
Chris Death replied to Taurus's topic in OFP : MISSION EDITING & SCRIPTING
Taurus, what if you would try: "_x doMove getpos flag1" forEach units group1 Do they still continue moving to flag1 after respawn? Using this method would order each object from the array: units group1 to move towards flag1. In case somebody respawns, he might not be a part of the previous array group1. Just give it a try, i do have a good feeling on that one ~S~ CD -
Groups, and knowledge about them
Chris Death replied to Taurus's topic in OFP : MISSION EDITING & SCRIPTING
hmm - i need to investigate that problem, you're talking about: if group gets killed and respawns, so i can't tell you very much about this right now. But: Is not really true. group1 = group this, will just assign the already existing group of THIS to an objectname: group1 You do not really need to do this, to build a group. It's also not only the leader's init field, where you can do this, you could do it in any init field of one of the groupmembers. group1 represents the very same thing as: group anyguyofthegroup or: group (units this select 1) in any of the groupmembers init field Sorry that i can't help you with your group/respawn/don't move problem at the mo, i'll give that a shot when i'm back home from work tomorrow morning. I just thought it's time to clear up some misunderstandings going around. ~S~ CD -
[] exec "beginmission.sqs"
Chris Death replied to OmniMax's topic in OFP : MISSION EDITING & SCRIPTING
errm - MarK (CZ) may i ask you; what you gotta get paid from the snowboard industry, for each post you gonna post? ~S~ CD -
k, try: ?(_list select 0) != player instead then. And as i see, you want the first player of the list, you should change the trigger aswell, or it won't work if AI was the first one inside. Trigger: as big as you need Activation: anybody/present/once condition: this AND player in thislist onActivation: {[_x] exec "yourscript.sqs"} forEach thislist And the script make that way: _man = _this select 0 ?(_man != player): exit ~S~ CD