Chris Death
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Everything posted by Chris Death
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To avoid this, you could also use to set the fuel to 0, instead of lock/unlockin it. In this way you can still enter and leave it, but still not drive it.
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This isn't a one way advantage, you are talking about. Just think about, 1 has a very well performed CPU, and equipment, and the other one doesn't. Now the one with the good computer starts firing smoke after smoke, so that the other one even can't move anymore because of his performance troubles. Now the first one shots the second one. You got me? OK it should still be a unique setup, but at all i suggest, not to use smoke (especially more than one at the same time) in mp missions. This smoke has to be calculated with high usage of performance (one of the highest in the game).
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Radio in infintry to attack
Chris Death replied to KDog35's topic in OFP : MISSION EDITING & SCRIPTING
OK KDog - if you want to use it for flying vehicles, then you will have to find a way, that this unit doesn't start the game with flying of hovering in the air. Therefore, Aculaud suggested the setfuel option. Here are 2 examples of how to do it with flying units. You could create an empty A10, then create a pilot (not grouped together with the vehicle). Then you place a waypoint for this pilot near the air-vehicle (this is the waypoint, where the pilot shall wait for your condition/trigger) As second waypoint, you place a getin waypoint exactly onto the air-vehicle, and the next waypoints to wherever you want (it's flying now, activated by your radio-call) The other option is, to create a manned air-vehicle, and set it's fuel in the air-vehicle's menu to 0 (just drag the arrow at the fuel bar to the left). Now place all the waypoints for this air vehicle, like Aculaud suggested, and in the activation field of the radio-trigger, you want to use to activate the fleight, type: your_air_unit setfuel 1 your_air_unit represents the name of the air vehicle, you choosed. This should let the air-vehicle start flying to wherever you set the waypoints. -
Radio in infintry to attack
Chris Death replied to KDog35's topic in OFP : MISSION EDITING & SCRIPTING
Just for info Laury, If you use conditions, in waypoints, then you can't use the same condition in waypoints of 2 different units (at least in multiplayer i know for sure, it causes probs) Therefore i'm using numeric variables, activated by the waypoints of a gamelogic. e.g: 3 groups are waiting (all at their first waypoint) each group's first waypoint waits for the same variable, but each one on another value - e.g: group1 wp1 condition-field: go_ahead == 1 - group2 wp1 cond-field: go_ahead == 2 group3 wp1 cond-field: go_ahead == 3 a gamelogic sits on it's first waypoint (synced with a trigger, or waiting on any condition) As soon as the gamelogic's first waypoint gets unlocked, it moves to waypoint 2 where in the onactivation field is: go_ahead=1, then it moves to it's next waypoint, where a timedelay of min 1 avg 1 max 1 is, and in onact-field: go_ahead=2, and the same thing at the next waypoint, with go_ahead=3. btw - off course i'm using publicvariable in mp for that. -
Radio in infintry to attack
Chris Death replied to KDog35's topic in OFP : MISSION EDITING & SCRIPTING
posted by Laury Thorn </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">For infantry units, its a little more difficult <span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> I think it's not.  <span id='postcolor'> OK sorry Laury, i missed the fact, that you answered directly to the first question, and not the the first suggestion  But correct me if i'm wrong, you were the one, who said: could you please use english language for your strings. (in another thread - you know which i mean) In this case, it's easier not to use conditions or variables than only drag a line. If you want to do something more complex, it would be helpful, to start using conditions or variables, but not for simple stuff like activating one unit/group. -
Radio in infintry to attack
Chris Death replied to KDog35's topic in OFP : MISSION EDITING & SCRIPTING
Aaargh - everyone wants to beat the other one. 1 says: do this, the other says: no do this Both suggested ways should work, and there are so many more ways. You could use a script to activate them, or create unit, or numeric variables or waypoints of gamelogic's, etc... - all would work. The syncronizing is the easiest way to do it, because you don't need to think about any conditions or variables, and you don't need to have a look into the trigger's condition field, to know, what this unit is waitin 4. Only one thing, if you set the behaviour of a vehicle in it's first waypoint to careless, and syncronize this one with a radio call, you wouldn't need to use the setfuel command to let the unit stay there. At the second waypoint, you change it then to any other behaviour. - Same you could do with the combat-mode (hold fire, and then open fire). careless -
errm, the problem you had, wasn't really a problem. You will have to find a server with serious players connected, to get an organized game. For example, if you want to use the web to chat with some people outta your house, and you choose a chatroom with 11 or 12 year old boyz'n girlz, you would never get a serious conversation up running. (you got me?) I'm in a squad, where i know all the buddy's, i'm playing with. We prefer the same style of playing ofp, and we do this organized (most of the time). I suggest to you, head out for a clan, or find a couple of players, where you know, they'd prefer your favourite style of playing too. btw - no offense to 11 and 12 year old ones just to explain what i mean
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You can specify areas to be guarded. I haven't worked around with it in the past months, but as far as i remember, you can group (F2) those triggers with groups. I'm not sure, but i think, by grouping such a trigger with a group, it started imidiately moving into the trigger's area. It could be, that the group will only guard inside this area, and won't follow to fighting actions elsewhere (like it normally would happen). I'll give it a try this week, to figure out how it's really working now. I'll report any results i get to this thread.
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~o~ ~o~ ~o~
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Why aren't you looking at the top of this page, where Suma himself links to the official comref?
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Just open your editor  Sorry, but nothing more answer say to your question. Your mission, your style, your ideas, your abilities, all things i don't know about.
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Why arent you doing this in a script? As soon as your trigger activates, change a variable, to tell the script it should end. e.g: activation field: push=1 #pushups ~3 guy1 playmove/switchmove "FX Standsur" guy2 playmove/switchmove "FX Standsur" ..... ?!(push == 1): goto "pushups" exit
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1 unit/group protect unlimited units
Chris Death replied to Lorenzo's topic in OFP : MISSION EDITING & SCRIPTING
Laury Thorn: if you would now write one in german language, i would say this one is easiest to read (i'm from Austria) Now really, i wouldn't have any problem with both of your samples, 'cause the only thing i see in there is: x domove (getpos y) - probably i've been for to long in this computer business OK i know, what you wanna say here, and i also understand this, but you have to understand my point then too -
OK the answer is also posted, where you been asking it I found the question, before i've seen your link to it
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Yes this can be done. Best you would use gamelogics to setup the activation of the triggers at certain times. If you want an explanation of how to use gamelogics, head over to http://www.ofpeditingcenter.com There you find one for sure. If it's not in the tutorials, then in the forum at the hints & tips section on page 3 - called: the potential of gamelogic units You'll see you can create very complex stuff by using them.
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Just name your 3 scuds, e.g: scuda scudb scudc Then place a trigger with range 0/0 and type into it's condition field: not (alive scuda) AND not (alive scudb) AND not (alive scudc) This should work then. If you are using manned scuds, you could also type: not (canmove scuda) AND not ...... This would require that only the scuds are destroyed, not including the driver.
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Need help w/addons pavehalks desert, snow.
Chris Death replied to KDog35's topic in ADDONS & MODS: COMPLETE
Installing addons into the game is done by placing the pbo file in any way into the addons folder of the game. Only exception are islands, there you'll get also an extra folder, where the intro.sqm is located (this is the cutscene, which is running in the main menu, after you've been playing on one of the addon islands) For your Deltaweapons problem - just have a look to: http://www.ofpeditingcenter.com to the addons depot, and watch out for SEBdelta addons You will find it for sure. -
If you use the link to another thread, you will find two ways of changing waypoints. One suggestion by intruder, and another one by myself  http://www.flashpoint1985.com/cgi-bin....;t=8943 hope this helps Damage: no offense, but what you wanna tell him? He asked for changing waypoints, not how to use trigger's condition fields.
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Intro and tand help needed
Chris Death replied to Dorian Everlast's topic in OFP : MISSION EDITING & SCRIPTING
Best you can do, if you aren't using any kind of scripting, just place a trigger onto your map - range 0/0, type in the condition field: true (instead of this; this let the trigger be active from start) - and in the activation field type: titlecut [" ","BLACK IN",2] This command let you fade in from a black screen to the scene. Start: black - second 1: lighter, second 2 normal visuality hope this helps for question 1 -
1 unit/group protect unlimited units
Chris Death replied to Lorenzo's topic in OFP : MISSION EDITING & SCRIPTING
Laury Thorn - no offense, but why has a variable to be in english? A variable as far as i know, is a couple off letters, where to put a value or string in. If you are reading the script, you can see the difference if it's a variable or a command (if you know about scripting) I for myself think, it's even an advantage, that he's using french variable names, because so people would know, that all, they can't understand, are variables, and the stuff, they can understand are commands -
YES there is an option to use the same thing out of waypoints too. First to know is, if you want to do that with a playable(player) unit, or with an ai unit. If you want to play the unit by yourself, all you need is: Set your waypoints for the normal route, and for the last waypoint use a waypoint type: hold Then continue placing waypoints after this hold waypoint, and set your alternate route. Now place a trigger, with a range, where you will activate the trigger for sure, if you are going the way of the alternate route, instead of the normal one. The trigger should be activated by the side, of your unit (present), and set it to be a switch trigger. Now press F5 and drag a line from this trigger to the hold waypoint. What will happen?: If you are moving, you will see the waypoints of the normal route, and once you move into the trigger area of the switch trigger, the waypoints being showed will change to the alternate route. If you want to do this with an ai unit, it will look a little bit different. In this sample, i will show you, how to let the unit randomly take one of the two routes. Place again the waypoints of the normal route, ending with the hold waypoint. Then place the alternate route (starting after the hold waypoint). Now you need to place a trigger before the point, where you want to decide, wether to take the normal or the alternate route - range: as bis as the unit will activate it for sure, activated by this unit. In the activation field you start a script, where you create a random variable (0 or 1). The script (i will call it randway.sqs) should look like this: In the trigger's activation field: this exec "randway.sqs" randw = random 2 randw = randw - (randw mod 1) exit OK now you need a switch trigger, with range 0/0 and in the condition field you type: randw == 1 This switch trigger you syncronize with the hold waypoint (F5 and drag a line) What will happen?: The unit follows its waypoints, passes the trigger which will activate the script, and if creation of the random variable returns 1, then the unit will go the alternate route, instead of the normal one. btw - just for info, the next waypoint after the hold waypoint, which you syncronized with the switch trigger, should be the first waypoint of the alternate route. By using this method, you could also add more then only one alternate route. The switch trigger will activate the waypoints after the one, synced to it imidiately. The randway.sqs you have to place into the folder, where your mission.sqm is located (ofp/users/your_username/missions/your_mission/) hope this helps
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I think your problem depends on where from you are coding the position of the object. If you would use a trigger, with condition: true (this means, the trigger activates at the start of the mission) and set them to: once, and code it in the on activation field, then it should start falling down.
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Cutscene/changing characters
Chris Death replied to <COPPERHEAD) =>'s topic in OFP : MISSION EDITING & SCRIPTING
Just for info: Don't forget, weapon or ammo names are character sensibel. If you already knew that, then sorry -
OK here's a suggestion: To find out, if you probably have any kind of a real problem, first start your editor, and save a blank map without adding anything. Then look into your mission.sqm and check the addons for the 6G30. If it's not present, you can be sure, you have a problem, which can be solved. Now start adding your units, objects etc.. - note try doing this really step by step and every time, you add something onto the map, save the game and go for a check to your mission.sqm. This will be hard clickin' work, but you can be sure, you will find the unit, object, addon, which causes your 6G30 to appear in the mission. btw - you don't need to shut down the game to look into your mission.sqm, you even can stay in the editor without closing the mission. Just alt+tab and look.
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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">Some might argue that cutscenes take too much time but they really help create atmosphere and if real cutscenes are possible the intros could easily be skipped.<span id='postcolor'> I don't believe, that they could easily be skipped. If they could be skipped, then there would be 2 ways: 1) skipped by only one user, host on non ded.server or admin on ded.server (admin must be present then) OK if no admin is here, maybe the players could get a #skip intro command (all or a specified number of players have to type it, then it will be skipped) Must be funny, if there's no admin, and about 30 players starting a discussion wether to skip the intro or not. 2) it has to be skipped by every player connected no more funny when 9 player skip the intro, and nr. 10 doesn't (he's a fanatic movie freak, and would never skip an intro, even if it's a total boring senseless one) Well, just think about, what if: 19 of 20 players have seen an intro about 100 times, and the last one never saw it. 19 getting booooored about the boooooring well known cutscene, and 1 gets exciting and scared about the cooool realistic atmosphere. Hope you got my point