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Chris Death

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Everything posted by Chris Death

  1. Chris Death

    Scripting Question

    MP's script should work well, but not for you. This is caused by the reason you named all your units with their own name, as you said west1 to west24. Only name the commander west1, and the commander of the second group west2. At the eject-script from MP you only need to change the first line: _aunits = units teamleadername into: _aunits = units _this i'm not sure, maybe it's also: _aunits = units _this select 0 now you can start the script twice when you reach the drop-zone: [west1] exec "ejectionscript.sqs" and [west2] exec "ejectionscript.sqs" hope this helps
  2. Well - all info i got out of your post is: you want to know, which unit activated the radio call sounds easy - so come on, what have you already tried to get this to work? show us the syntax you used, so me or any other one would be able to tell you, if you're right, or if you made any mistake. If you think it's a bug, then your post is in the wrong topic, if you want somebody to help you, then you're right here, but then we also need a little bit more information.
  3. I think you can't create waypoints in an already running game, but at least you can go around this by using markers. Place a marker in editor, name it and use the domove command to let units go to the marker. You could also do this without using markers, by sending them to the map coordinates directly, but the easier way is the marker thing. You could also change the markerposition before sending units to it, to create variable moving destinations.
  4. Chris Death

    Two fast ones

    OK maybe this one works: unit SetAmmoCargo ["AT4Launcher",4]
  5. Chris Death

    Weapons selection

    Ah ok i got ya now Create your own file "description.ext" into your missions folder, where also your mission.sqm file is located. And here's the stuff to put inside Weapons in the game // This class indicates what weapons to make available to the player in the mission // briefing. Each subclass is optional. The count field in each subclass indicates // the number of that weapon to make available. Nato weapons class Weapons { // This is the regular NATO assualt rifle. It is also the most common weapon in Operation Flashpoint for use of NATO forces. Extra info: Single and Burst fire modes. class M16 { count = 1; // This represents the value of have many of this type of weapons you will get to pick from in the briefing. You need more then one if you intend to give it to more troops. }; // This is the regular NATO forces assualt rifle with a Grenade Launcher. Extra info: Single, Burst, and Grenade Launcher fire modes. class M16GrenadeLauncher { count = 1; // How many do you what? }; // The regular NATO forces backup weapon. Used mosly by pilots, driver , gunners, and commanders. Extra info: Single and Full auto fire modes class M4 { count = 1; // Your wish. }; // The machine gun used by NATO forces. Extra info: Full auto fire class M60 mode { count = 1; // Count them up. }; // This weapon is used by the Black Ops because it has a silencer. Extra info: Single and Full auto fire modes class HK { count = 1; // What to be stealthy. }; // This is the NATO forces sniper rifle. Extra info: Single shot class M21 fire mode { count = 1; //Take your pick. }; // This is the NATO forces anti tank weapon. Extra info: Only has ONE rocket. class CarlGustavLauncher { count = 1; // Here tanky tanky }; // This is the more common rocket launcher used by NATO forces. Extra info: Has three rockets class LAWLauncher { count = 1; // What to destroy something? }; // This is NATO's Anti Air Rocket Launcher. Extra info: Only has ONE rocket class AALauncher; { count = 1; // Who do you want to blow out of the sky? }; }; // NOTE When you put two }; you are telling the game that there are no more after this point in this subject. Russian weapons class Weapons { // This is the regular Russian forces weapon. It is also the most common weapon in Operation Flashpoint for use of Russian forces. Extra info: Single, Burst, and Full auto fire modes. class AK74; { count = 1; // This represents the value of have many of this type of weapons you will get to pick from in the briefing. You need more then one if you intend to give it to more troops. }; // The regular Russian forces backup weapon. Used mosly by pilots, driver , gunners, and commanders. Extra info: Single, Burst, and Full auto fire modes. class AK74SU; { count = 1; // Your wish. }; // This is the regular Russian forces assualt rifle with a Grenade Launcher. Extra info: Single, Burst, Full auto, and Grenade Launcher fire modes. class AK74GrenadeLauncher; { count = 1; // How many do you what? }; // The machine gun used by Russian forces. Extra info: Full auto class PK; fire mode { count = 1; // Count them up. }; // This is the Russian forces sniper rifle. Extra info: Single shot fire mode class SVDDragunov; { count = 1; // Take your pick. }; // This is the more common rocket launcher used by Russian forces. Extra info: Has three rockets class RPGLauncher; { count = 1; // What to destroy something? }; // This is the Russian forces anti tank weapon. Extra info: Only has ONE rocket. class AT4Launcher; { count = 1; // Here tanky tanky }; // This is Russian's Anti Air Rocket Launcher. Extra info: Only has ONE rocket class 9K32Launcher; { count = 1; // Who do you want to blow out of the sky? }; }; Resitance weapons class Weapons { // This weapon is used mostly by the Resistance soldiers. Extra info: Single, Burst, and Full auto fire modes. class AK47CZ; { count = 1; // This represents the value of have many of this type of weapons you will get to pick from in the briefing. You need more then one if you intend to give it to more troops. }; // This is the weapon mostly used by Resistance leader. Extra info: Single, Burst, and Full auto fire modes. class AK47; { count = 1; // Leaders charge. }; // This is the regular Resistance forces assualt rifle with a Grenade Launcher. Extra info: Single, Burst, Full auto, and Grenade Launcher fire modes. class AK47GrenadeLauncher; { count = 1; // How many do you what? }; // This is the addon Shotgun. Extra info: Single (ball) and burst (shell) class kozlice; { count = 1; // What is up with the resitance? }; }; Ammunition for the weapons // This class indicates what weapon magazines to make available to the player in the mission // briefing. Each subclass is optional. The count field in each subclass indicates // the number of that magazine to make available. Nato Ammo class Magazines { class M16 // Ammo for the M16 and M16GrenadeLauncher { count = 1; // How many clips do you what to have in the briefing selection. }; class GrenadeLauncher // Ammo for the Grenade Launcher under the M16GrenadeLauncher. { count = 1; }; class M4; // Ammo for the M4 backup gun { count = 1; }; class M60; // Ammo for the M60 machinegun { count = 1; }; class HK; // Ammo for the silenced HK { count = 1; }; class M21; // Ammo for the M21 sniper { count = 1; }; class CarlGustavLauncher; // Ammo for the Anti Tank Rocket Launcher. { count = 1; }; class LAWLauncher; // Ammo for the normal rocket launcher. { count = 1; }; class AALauncher; // Ammo for the Anti Air Rocket Launcher. { count = 1; }; }; Russian Ammo class Magazines { class AK74; // Ammo for the AK74, AK74SU, and AK74GrenadeLauncher { count = 1; // How many clips do you what to have in the briefing selection. }; class GrenadeLauncher; // Ammo for the Grenade Launcher under the AK74GrenadeLauncher. { count = 1; }; class PK; // Ammo for the PK machine gun { count = 1; }; class SVDDragunov; // Ammo for the SVDDragunov sniper rifle { count = 1; }; class RPGLauncher; // Ammo for the RPGLauncher { count = 1; }; class AT4Launcher; // Ammo for the AT4Launcher { count = 1; }; class 9K32Launcher; // Ammo for the AT4Launcher { count = 1; }; }; Resistance Ammo class Magazines { class AK47; // Ammo for the AK47, AK47CZ, and the AK47GrenadeLauncher. { count = 1; // How many clips do you what to have in the briefing selection. }; class GrenadeLauncher; // Ammo for the GrenadeLauncher under the AK47GrenadeLauncher { count = 1; }; class kozliceball; // Ammo for the Kozlice { count = 1; class kozliceshell; // Ammo for the Kozlice { count = 1; }; };
  6. Chris Death

    Weapons selection

    http://www.ofpeditingcenter.com/tutorial.shtml move there, and scroll down to: description.ext file description and you'll find all you need
  7. Chris Death

    Rehammer install problem

    Hilandor - it's possible to degrade from 1.4 to 1.3 by installing gold upgrade (i did it once and it worked fine)
  8. Chris Death

    Is my Briefing right?

    Well are we talking about things that aren't real for us, but for those who use them? - hehe placebo is like a dummy target. Let's get back to silencer's question: Could it be, that you created your mission, briefings, description.ext and so on, and while you exported it to sp or mp, you changed it's name. If so, it won't work. You need to keep the same name, which you are using in your custom-folder. If you want to change the name of the mission before you export it, then rename your custom missions folder first. Or save it with another name to custom missions, copy the files into the new folder (only mission.sqm will be saved to custom), and then export it to sp/mp
  9. Chris Death

    Player names appearing in intro...

    name object Operand types: object: Object Type of returned value: String Description: Name of variable assigned to object in mission editor. In used on vehicle, name of first crew member (in order commander, driver, gunner). Example: name vehicle player taken from the official comref I'm not sure, but i think when you take control over a playable unit (which already owns a default name: greg byrd) the name will be occupied by the name of the player, which takes control. Just try what rob said, and maybe it works. I'll also try it out, sounds interresting to include in some missions.
  10. Chris Death

    Descritpion.ext

    I'm not sure, but could it be that you have a blank space after your last "};" like "}; "? description.ext is very sensitive in this case If so, delete it.
  11. Chris Death

    Two fast ones

    And for your ammo problem: was your syntax like this: unit addMagazineCargo ["M16", 10]; unit addWeaponCargo ["M16", 10] it's from official comref
  12. Chris Death

    Gettng Error message

    right, and the message tells you that "count" is a reserved variable (even an operation)
  13. Chris Death

    a quick one

    First of all, if you are using an unload transport waypoint, you don't need a waypoint for your seal fireteam to get out, and you don't need to sync. Second, if you are commander of the seal fireteam, then it's up to you to tell your squad to leave the boat. You can test this by changing to a lower part of the squad, and let AI be commander. Third, it doesn't make sense, to create an unload waypoint for the seal fireteam, more should it be a get out waypoint.
  14. Chris Death

    Repeating messages when someone dies

    Well version of server was 1.42 (non-dedicated) btw i'm playing often on this server, because it's a member of our clan, so i could also tell him to send the files to you. I'll send my files, when i arrive home from work.
  15. Chris Death

    Two fast ones

    Well here it is: best you start with creating an init.sqs (you could also use any units init field or a trigger with condition true, but the cleanest way to predefine something is by using init.sqs) In the init.sqs you type your_variable=2 / your_variable is any variable you want end The next step is to create your convoy (also try using to name all your units, because after several tries with editor i could figure out, that most things work better when using names for all objects) In this example we use only one vehicle for the convoy, e.g: a truck now you create waypoints for the truck (move) and the last one place at the T-crossroad, which you need. In our example we use a name for this waypoint (only to make it easier to explain, you don't really need to do it) - i use the name "decide_right" Next you create another waypoint, which leads to the right way of the crossroad, and then continue creating your upcomming waypoints you want, and for the last create a "hold" waypoint. For this last waypoint i use the name "decide_left". Then create more waypoints, continuing from the hold waypoint and start by placing a wp to the left way of the T-crossroad, and then again create wp's till you reach the end of your required route. Now we come to the point; Create a trigger close to the "decide_right" waypoint, choose a size, so that the truck will enter the trigger area and group the truck to this trigger (F2 and drag a line from truck to trigger) - when you are reselecting the trigger, you should see in the activation now: vehicle in the condition field type: this in the onactivation field type: your_variable=random 1 Now you need two more triggers, with size 0, type: switch place one of them near to "decide_right" waypoint, sync the trigger (F5 and drag a line) with the waypoint, and the other one near to "decide_left" waypoint (also sync with waypoint). To the trigger near the decide_right wp enter in the condition field: your_variable == 0 To the other trigger's (decide_left) condition field type: your_variable == 1 Well this should it be - if it's not working, i could come up with an example mission, just use the messenger in this forum and let me know where to send it. Sorry if there's something not clear to understand, but that could be, because i'm from Austria and my english may not be perfect.
  16. Chris Death

    Repeating messages when someone dies

    Wow 1.42 is out - and? It started with a crash The server where i decided to test 1.42 in MP went down after 5 minutes (btw 1.40 also started with a crash when i tried it in december) OK i thought, didn't we all crash when trying our first steps on feet, so i tried one more game... and? Oh no ...2 is stillllllllllllllllllllllllll down Oh sorry - maybe i understood something wrong, because i'm from Austria and my english seems not to be good enough to understand: "oh no ... is down is fixed now" Or does this really mean that the lovely info-message about a guy who is down and down again should be sorted out? Could it be that BIS created the readme before making the patch itself, and then just forgot to .....? What a luck, i backed up my OFP 1.3 folder before i upgraded to 1.42, so it didn't take to long to step back to an acceptable level of gameplay.
  17. Chris Death

    Two fast ones

    k for the first version i think you got: "error type bool expected numeric" or something like this. Did you set the variable to a numeric one by using: a) init.sqs or b) any unit's init field or c) a trigger with condition true ? To explain it: Your mission has a trigger, which is waiting for a variable with a numeric value. If you start your mission and the variable isn't set to any numeric value, the game asumes that the variable is actually false, and this creates a conflict between boolean (true,false) and numeric (any number 0-....) So you need to tell the game that your_variable is a numeric one. By using the variable variant, you can expand the number of possibilities without increasing any performance loss, while using units or objects causes it (especially in multiplayer).
  18. Chris Death

    Two fast ones

    Maybe this one: For this example we use the t-cross, where two possibilities are - left/right: create a random number between 1 and 2 - put the result into a variable - (your_variable=random 1) - this creates a random number from 0 to 1. Do this with a trigger, which will be activated when your convoy arrives at t-cross. Now you can create another trigger, with condition: your_variable == 1 - this trigger will only activate, if your random result = 1 (you could also create a random 5, it's up to you). Don't forget to predefine your variable with a value, that won't be reached by your random result (in this case it's your_variable=2). Another way to let a trigger randomly activate is: create a unit with 50% probability of presence, name it, and in trigger's condition field type: alive your_unit This would also give you a 50/50 chance of activating a trigger.
  19. Chris Death

    Multiplayah Ease!

    There are official addons and unofficial addons. If you are missing an addon, then there are two possible reasons: 1 - you are missing an official addon (you should have gone for it earlier, BIS let us know when they're out) 2 - you are missing an unofficial addon (it should everytime be up to the owner of the pc, which unoff.addon should be installed or not) There's no reason to include any addon-auto-dload option by BIS, as they don't have to know about those addons. Another reason to avoid the auto-dload option is: If you are installing an addon (we talk about unoff's now) and your game starts makin strange things (like flying bmp's) you might remember when these strange things started. So you can go for deleting the addon and sort that problem in easy way. If you are auto-dloading, you might not be able to find out this easy. Also the dload time of a mission could really be endless, as already written above. It would be ok, if you could see a list of required addons of the actually running mission, before you join the server, so that you can go for them before you enter.
  20. There are several ways to do this: (in this example west enters a trigger and east starts moving) ) Syncronising Create a trigger with the seize you want, activation: west present, condition: this create 2 waypoints for your east group, press "F5" (sync) and drag a line from trigger to the first waypoint. This causes the east group to move until they reach way- point 1, and there they will wait until the trigger is activated, then they move to 2nd waypoint. ) Use of conditions or variables Create the same trigger, like in the example above, and into the onactivation field set any condition (like gogo=true). Also create again 2 waypoints for the east group, and in the 1st waypoints condition field type: gogo This causes the east group to move to waypoint 1, and wait there until the variable/condition "gogo" is true. ) Syncronising waypoints Another way is, to syncronise waypoints with waypoints. (I'm not sure, but maybe this might only work with units or groups from one side) create 2 units, make 2 waypoints for each unit. Syncronise (F5) the two first waypoints of both units together. This causes both units to go to the first waypoint, and let the first unit, which reaches the waypoint, wait there until the second unit arrives at it's first waypoint too. Then both will continue to their 2nd waypoint. There are a lot of variations you can use, and there are also still more ways to let something move if something happens, but the ones you can see above are the easiest, and all can be done out of editor without scripting. So hope this helps a little bit
  21. The hit against civilian units would also come up, when shooting at the houses. So i think it doesn't matter, if you're killing a civilian heli-pad too. The score will never be registered anywhere, and if you're designing your maps to take no care about the score, while taking care of completing the objectives, it wouldn't matter. Sorry if this is a bit complicated to read, but i'm still from Austria, and surely not the best in english.
  22. Chris Death

    can you start me on addons

    Rob - you even don't need to know that c++ has ever existed, to build your own addons. It's the same thing like surfing on the web, you don't need to know anything about html or xml to be able to surf thru tha web. Also scripting in OFP is close to c++, but you DON'T NEED anything to know about c++ to be able to deal with selfmade scripts. The only thing is, you would understand some logical things a bit easier, if you know something about any programmer language.
  23. Chris Death

    Text in a trigger

    As i remember from several tries using sidechat or other modes (groupchat, vehiclechat), my experience was, that it doesn't work in multiplayer. The messages don't appear on clients, only on host. I tried to display the ...chat messages out of triggers, scripts and way- points, and result was everytime the same: the message only appeared at host, or at the screen, from where it was activated (not on other screens in multiplay). Btw - i've been testing this on my home-LAN and from one pc to the other i had a ping of 10ms. So think for yourself, and think what happens, when the ping is up on at least 60ms (which is really good for internet-connection). As you can see in the question above, he needs the message for multiplayer.
  24. Chris Death

    respawn codes wanted

    lol i would like to have a "porn", "reporn" option. hehe it would bring us a welcome feature. So maybe i could also set a trigger on my wife: reporn_delay "15" (time in minutes) and a deactivation trigger too, because i also need to get back to OFP sometimes
  25. Chris Death

    Important Multiplayer!!!

    Well if it's this, it should be easy to find out, just press "m" for map screen, look at gear or group section, and read the names (i'm not sure if the name will be updated at gear, but at least at group, you can pre-read the names of the soldiers, and then you can see, which soldier number owns which name.
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