Chris Death
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Everything posted by Chris Death
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That's all ok You get a finished map, where you still can drag squares around the markers, to setup the locations, where you want your mission to be. You can also change the name of the mission, preview it by going further with it and whoop you'll find the mission in your custom missions (notice - it's still yellow, while the exported missions are green at selection screen). Now you can still modify the mission by editing it. ~S~ CD
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not from this planet ~S~ CD
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not from this planet ~S~ CD
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Wadi - i'd really recommend you to learn how to make fire using matches before going for the big flames. Check out the link below and watch out for: John Gustafsson's scripting tutorial  :edit - oops - forgot to post the link: http://www.ofpeditingcenter.com/tutorial.shtml#addtuts ~S~ CD
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Time a group of enemy units to attract a location?
Chris Death replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
OK, let's say you want SquadA to be waiting at the location, where it starts and after 30 minutes, they should move to a waypoint. Create SquadA Place a waypoint (very close to SquadA or even exactly onto the leader of the squad). Put into the waypoint's timeout fields: Max: 1800 / Min: 1800 / Average: 1800 Then place another waypoint to where the squad should move after 30 minutes, and it works. :note - if you want the squad to do nothing than waiting at the first waypoint, change the behaviour settings to: careless, and at the second waypoint change it again to whatever you want: (e.g: aware) The value 1800 are seconds. - hint: 60x30=1800 Max = the max-time (in seconds) the unit/squad should wait at the waypoint, Min = min-time, and average = yep it's the average time to wait there. One more thing: a unit/squad will use the settings like behaviour, speed, combat-mode, formation of the waypoint, to which it is moving actually, while the timeout will be counted from that time, when the unit/squad has reached the waypoint. hope this helps ~S~ CD -
I guess, you are starting the editor wizard from the: Mission Editor - in the OFP main menu. Click on Multiplayer, press NEW, dbl-click the Editing Wizard and whoop you should get a bit more than only COOP. ~S~ CD
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Death to the man who crosses the line
Chris Death replied to Casto's topic in OFP : MISSION EDITING & SCRIPTING
hmm - it works for me (i'm already running resistance). OK just post, what you have done, and how you did it. Make this step by step, if we don't find what's wrong, you still can send me your misison. ~S~ CD -
Death to the man who crosses the line
Chris Death replied to Casto's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">it gives a error here: Code Sample killvar=list this-|#|list triggerA; "_x setdammage 1" foreach list killvar; var1=false: error type bool, expect object i tryed to remove the "-" here <span id='postcolor'> OK - as i already said, i've been at work when posting this, so the syntax could have been incorrect. try this instead: killvar = thislist - list triggerA; "_x setdammage 1" foreach killvar; var1=false Should work now -
Nice one ~S~ CD
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Death to the man who crosses the line
Chris Death replied to Casto's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Hey CD, why all that trouble of 3 triggers instead of only 1? <span id='postcolor'> Well Rambo, He wants to setup an area, which you must not leave. The way you suggested, i also used in my first TDM, but it still is a way of creating forbidden areas. And trigger number 3 in my case is only a kind of initialisation trigger. You can use this trigger aswell for all other stuff, which you want to activate from the start of your misison. btw - the way, i suggested is the way, BIS is using to setup limited areas. ~S~ CD -
Death to the man who crosses the line
Chris Death replied to Casto's topic in OFP : MISSION EDITING & SCRIPTING
Create a trigger, with a range of how big you want the area to be limited (let's say 100/100). Activation: anybody/present/once put a name into it's name_field (let's say triggerA) condition: this On deactivation: var1=true Create another trigger close to triggerA, with a bigger range than triggerA (let's say: 150/150) Activation: anybody/present/repeatedly Condition: var1 put a name into it's name_field (let's say triggerB) OnActivation: killvar=list this-list triggerA; "_x setdammage 1" foreach list killvar; var1=false Now you need a third trigger: No range needs to be specified (0/0) Activation: none condition: true OnActivation: var1=true -------------------------- This should do the job for you. btw - I'm at work right now, and can't use OFP there, so if there's any mistake above, sorry for that, but i'll check it out again, when i arrive home at my castle ~S~ CD -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Edit: Btw. isnt this more "addons & mods" than "mission editing"? <span id='postcolor'> Good question Kegetys  Let's have a look: The name of the thing to deal with is: EditorUpgrade Shabadu mentioned about: Editor Addon The title of this thread contains both sections: Editing and Addons So where to put this thread?  I believe, Placebo (*still wondering about the name; is it a real person or only imagination  *) took reference to the original name, where it says: EditorUpgrade So he did move it into editing section  In my opinion it belongs to Addons, because it is an addon. People who want to play mission, using EditorUpgrade, need to download and install your EditorUpgrade. But it's still an open question, where it really has to be put in. btw - there are still so many open questions in this world: Why do those italians spin their Spaghetti around to a circle, before putting them into their mouths?  You ask, why i post this anyway? Well, i'm sitting at work, and my Boss is paying for the time i spend here right now (*alt+tab's to his job aplications while his Boss is entering the scene*)    ~S~ CD
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Need help with a patrol script
Chris Death replied to Ralphman's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">P.S. I know you can use waypoints <span id='postcolor'> very very true </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I got the replay with the waypoints on an other forum and thats not what I want D.S<span id='postcolor'> three options in this case: 1  You haven't got a working suggestion, using       waypoints for that there 2  You got a working suggestion, but didn't like        or understand it (without any offence i mean that) 3  hmm - i thought we got 3 options here  Here's a quick summary, of how to do it with waypoints. I you want to get it explained more detailed, just tell me (I've already posted that on this forum, so i don't wanna show it detailed, if it wouldn't make sense, because you don't want it  ) patrol_group waypoint 0: hold waypoint 1: move (open fire/eng.at will,safe, limited, column) waypoint 2: move waypoint 3: cycle (near waypoint 1) waypoint 4: seek&destroy (-,aware,normal,wedge) :note - waypoint 4 you have to place exactly onto the leader of the group, so that they execute this waypoint order from wherever they are at this moment. Now the triggers: init trigger: patrol1=true triggerA: type switch - activation none/repeatedly condition: patrol1  on activation: patrol1=false - syncronize this trigger with waypoint 0 triggerB: type switch - activation: enemy_side detected by patrouling_side/repeatedly - range: the_range_you_want_to on deactivation patrol1=true - syncronize this trigger with waypoint 3 huh - this was more detailed than i thought  Anyway - keep up the work on your script, sometimes we need alternate solutions  P.S: after looking into your script, the first thing i can see is: you are using real waypoints for the squad, to send it to there - you could try it with: gamelogics or markers instead. I'll be at work for the next 8 hours, there i'll print it to paper and have a deeper look into the script, maybe there's something else to fix to make it work. ~S~ CD -
Scripting command changes in resistance?
Chris Death replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Hello KaRRiLLion, Last night, i've been looking once more into BIS open source multiplayer missions, and i found an interresting thing. Maybe you already know about that, however i would like to tell it to you. You can group static objects like houses (those, where you hold your mouse cursor above and a name shows up) or fuel stations, etc. (everything, where an object name shows up) with triggers. For example - create a trigger (range 10/10) type: none activation: not present Now group this trigger with let's say the fuel station in St.Pierre SE on Everon. Place the trigger so that the fuel station is inside the trigger's area. If you dbl-click the trigger, you will see that the type: none changed into a type: StaticObject As soon as you destroy this fuel station, the trigger becomes active. Or: same trigger same fuel station, but this time give the trigger a name, and change the activation to: present In any other trigger you can put this fuel station into a string: obj=list trigger_name select 0, without using the nearest Object method. If this is already old stuff for you, then let's say: my fault ~S~ CD -
Rambo - if you remember, what we discussed earlier, TriggerA: east detected by west - once - don't forget to name the trigger TriggerB: condition field: count list TriggerA == 20 I've just tried it and the triggerB becomes active, as soon as 20 units were detected inside Trigger A's area ~S~ CD :edit: off course, if you want to have more than 20 units to be detected, to activate the trigger, then you need: count list triggerA == 21
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Today i ran into a problem, when using a numeric variable. I was using in a waypoint's condition field: det1 == 0 This means, the unit (in my case a gamelogic) expects the variable "det1" to be at a value of "0". The condition didn't work. After playing around a little bit, i figured out: It's important now, to initialize a numeric variable, by using an init trigger or the init.sqs. This wasn't required in original OFP. The game could detect the type of the variable itself earlier. Now you have to tell the game the type by initializing. Anyway, initializing variables, before using them is always the correct method. ~S~ CD
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Well, i'm not an IP expert, but i'm running a 2 PC 1 modem internet sharing connection. Did you join your ded-server by LAN connection or by internet? If by LAN, just try it by using the way around through the www. Maybe this solves your problem. As i said, i'm not an expert - just give it a try - if it solves your prob, it was worth the try. ~S~ CD
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To your variable question: just put this into your script; Single player: variable_name=what_you_want_it_to_be Multi player: variable_name=what_you_want_it_to_be publicaVariable "variable_name"
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Using numeric variables
Chris Death replied to Chris Death's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">What I know is that every condition that includes an unitialized variable always returns false. This was already true before Resistance<span id='postcolor'> Not really Spinor For the reason, it wasn't required before resistance, i sometimes passed the initialisation of variables, and it worked fine. For some reason, the game could realize that if the condition was: variable == value that this has to be a numeric variable. The only problem occuring by that was, when using the same variable as (let's say) boolean on another part of the mission. Again however, since this is a requirement for correct programming anyway, it's not really bothering me. Just tried to give that info to others, who maybe were using it. ~S~ CD -
lol - Goodspeed - they gave us resistance right now. Couldn't you wait at least 1 or 2 weeks before asking this question? Or are you one of those guys who start planing right after dinner, what you will eat tomorrow? ~S~ CD
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Resistance in us pushed back.
Chris Death replied to Sphinx's topic in OFP : MISSION EDITING & SCRIPTING
In relation to that two planes collided, i think your receiving of your OFP-resistance copy has become secondary. 10000 salutes to the people who gave their lifes ~S~ CD -
Hi Rambo, tell me by using the messenger what time of day (and what timezone you live in) you are online. I'll tell ya on icq something more about how to solve it. ~S~ CD
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Very soon, you'll find yourself playing single player missions. I already bought OFP-Resistance. The new netcode is indeed an improvement. BIS is working for money?? - Yes they do their jobs, to earn money. Would you start a carrer as a BIS programmer, without getting money for the time, you spend at the office?? BIS gave us many upgrades (and if it would have been only 1, it would be ok). BIS upgraded the game to new standards (graphic improvement) btw - i own two PC's, and i have to buy a second edition of OFP-resistance, to be able to get both pc's playable for new OFP-R. However, i have no problem with that, because allowing ppl to upgrade the old OFP with only one CD would enable to let a guy buy one CD, and let it move around the world to upgrade all other OFP's. My suggestion to you is: if you like OFP, and you like to play multiplayer, move out and buy it. If you don't like the game, and don't like playing with other's around the world, keep your old OFP version. If you like OFP, but can't efford the money to buy OFP-r, wait a while and it will get cheaper for sure. Just another example: There's a pentium 3 series, and there's a pentium 4 series. How the hell, could they say, if you want the better pc, you have to buy it? I hope you got the point here, otherwise: ~S~ CD
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">_vcl=NearestOBject [_unit,20] ?<span id='postcolor'> KaRRiLLion, did you check the new button in the editor, where it says: show id's? If you press it, and zoom in closer to the map, you can see numbers on all those objects already on the map. Maybe it's this number, which is required now. Not sure, just try it (can't do that now, i'm at work) ~S~ CD
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From the point of view of OFP b4 Resistance - nnnnyes ~S~ CD