Chris Death
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Everything posted by Chris Death
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Important Multiplayer!!!
Chris Death replied to xxxvader's topic in OFP : MISSION EDITING & SCRIPTING
I think, what he means is: you create a unit, called "unit1". Then this unit1 dies, and respawns - so he want to know, if the name "unit1" will change to any other logically name like unit1_1 or not. Btw - i'm not sure if he means this, but it seems closest to his question. -
Looping thos damn patrols
Chris Death replied to The Crow's topic in OFP : MISSION EDITING & SCRIPTING
To get closer to the point, read this: The cycle waypoint let the unit or group start their cycle from the closest waypoint to the cycle one. This means, if you have wp1 = "move", behaviour = "careless", speed = "limited" wp2 = "move" wp3 = "move" wp4 = "cycle" (close to wp2) Then the group cycles between wp2 and wp3. If you sync the cycle waypoint now with a trigger: type switch, activation e.g: "west" / "detected by east", you could add a wp5 with type: "guard" or "seek&destroy", behaviour = "combat", speed = "normal", fire mode = "open fire" or "open fire engage at will" and your unit or group would break the cycle and move to the next waypoint, to kill the invaders. You could also sync the 5th waypoint again with a trigger e.g: "west not present", type "switch", and add a 6th waypoint: "cycle" close to wp1, to let the unit or group walk back their patrol. hope this helps -
Wayppoint in multiplayer
Chris Death replied to Breaker's topic in OFP : MISSION EDITING & SCRIPTING
Then try this: in the load waypoint's condition field type: unit1 in heli and unit2 in heli and ...... so on Then the heli should wait with procceeding to next waypoint, until they are all in. btw i'm also actually messing around with this one with an 8men squad and a m113 - assignascargo seems not to work (V 1.30 because i stepped back to avoid the "oh no ... is down" bug) -
Subfreak: sorry i can't really figure out what exactly you mean with "the ini for the trigger" If you mean the condition field, it won't work. All what would happen, is that the trigger waits on a variable, called like the name of the player to become to state true (or maybe even an error-message would show up "error unit,expected bool" or so).
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making AI tank fire on houses
Chris Death replied to schaef2k's topic in OFP : MISSION EDITING & SCRIPTING
Have you tried, placing an empty heli-pad onto the house, and let the tank shoot at the heli-pad? -
Well, you could make a trigger with all the end conditions you need to end the game, but then don't choose type: loose or end#. Play your animation there, and create a seperate trigger with type: loose or end# and let this one become active after your endanimation is over. you could use the countdown to delay time, and set a variable in the onactivation field to true, which the last trigger requires. Maybe you need also a 3rd trigger (i'm not sure) to seperate the countdown from the endanimation. Just try it and you'll see what you need.
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Wayppoint in multiplayer
Chris Death replied to Breaker's topic in OFP : MISSION EDITING & SCRIPTING
Have you tried the "assignascargo" command yet? Also should work, if you are leader of the squad, command the others to get in chopper or if leader enters chopper as last person it should work too. -
to theavonlady - sorry to say that, but it doesn't work - 1 is still (and perhaps will be forever) ....down
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Well i found the troublemaking addon by myself. It's from a german addon maker (IXXUSS) and the file is called G36A1.pbo. After removing this file i could see the G36A again.
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Two days ago i noticed, when i'm using the official G36a rifle, i can't see it in game. I also can't change to weapons view (by pressing "V"). I still can shoot with the non-showed weapon. It also seems, that my game crashes in maps, where the G36a is included (i'm not sure, maybe random) I also get an error message at briefing: picture equip\w\w_g36a.paa not found I've got many of unofficial addons installed, and i assume, it's caused from one of them. I did a complete reinstall from scratch, + deleting the addons folder, then i restored all the unofficial addons back to addons folder. Everytime when windows told me that the file already exists (official addons) i pressed no. I still have to: test to remove one by one addon, to see, which one causes this problem - but this will take ages. So maybe anybody knows, which addon may cause this effect, or maybe another answer to solve this problem. btw. first time i noticed this weapon disapearence was on V1.4. I also got no error message during upgrading up to 1.4.
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I posted this thread also in 1.2x bugfixes, but i think it's an interresting part for the editing section. I've been testing a little bit, and experienced following: I placed some russians with several waypoints, and some americans with severals wp's. I placed the waypoints so, that they will start fighting against. To watch this fight as a neutral unit, i choosed resistance side for my player unit. I've set the resistance friendly to both. Then i started the show; after a while i got bored of watching those standalone fighters and involved myself into battle by helping the russian side, and killed two american soldiers. What happened then was: a russian soldier killed me for that - the same result i got, when i killed russian soldiers -> western soldiers started firing on me. I know, this can be scripted or manipulated by triggers, to let them not start firing, but i think, this is an undercover bug, when the resistance is friendly to both sides and you start shooting on one of them, the other side also starts thinking that you're a bad guy.
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Vitoal125 you're partially right. I already knew wot you said (as you can read above), but when you change the rating parameter, you'll do this to set the friendly state to all other sides. You can't say the rating should be 100000 against US, and -100000 to russian side. Let's expect, anyone wants to create a mission, where resistance starts friendly to both, and it will change during mission to only friendly to one of the 2 sides. Then it will become a problem i think.
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This is the last time I\'ll ask this!
Chris Death replied to Captain Kickass's topic in OFP : MISSION EDITING & SCRIPTING
http://www.flashpointarena.com/ You have to create a user account there, to upload your missions, but this is for free. There you'r missions will also be reviewed and rated. -
Starting with your squad in a Heli..
Chris Death replied to MotherRussiaAK74's topic in OFP : MISSION EDITING & SCRIPTING
MotherRussia - wot he means is the messenger on this forum, not MSN Messenger. Take a look at top of the forum, there you find a button called "messenger" -
At player selection screen, there are 2 disable ai buttons. They are both below the players, one (the left one) is to disable all ai, the other (the right one) is to disable only the one, you highlighted by clicking on it. btw - the button's just disable the ai from the side (east/west/resistance) you actually are to select. To disable also ai players from the other side, just choose the other side, disable the ai that you want to, go back and change side again - the disabled ai will be kept, even when you change side. One more thing; if you are using german version, it could be that the buttons are called "german" - i changed to english version for that reason in 1.27, maybe it's already fixed.
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The reason could be that the name of your face is wrong. Rename it to face.jpg if it isn't already. If the name is ok and you still can't see your face at player-edit screen (scroll to bottom) then maybe the file is bad.
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How do I make a random number?
Chris Death replied to amos m's topic in OFP : MISSION EDITING & SCRIPTING
This is more a generally programing thing (not only used for C), or even more a mathematic's thing than only a computer thing. The syntax may change by the different programing languages. btw - in your case it's a BIS thing, cause you need it for ofp -
How can I end this Fecking mission?
Chris Death replied to Captain Kickass's topic in OFP : MISSION EDITING & SCRIPTING
ROB was near to the solution, but still not right. as he said: not(alive heliname1), not(alive heliname2), not(alive heliname3); triggera==1 it must be: not(alive heliname1) and not(alive heliname2) and not(alive heliname3) and triggera==1 -
sorry - totally misundertood the question (just awoken) - kickass is right, but my replay could give you at least an alternate way to get your result (kickass method is better for your wish i think)
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Well and if you don't bypass the trigger ... nothing happens. Just place a waypoint onto the unit you want to let wait, in the condition field type: your_unit_name not in your_truck_name - place a second waypoint after this one, and the waiting unit will move onto it. btw - i'm at work, so maybe the syntax here is wrong, if it is i'll post again to correct me.
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The file you are searching for is called: Johan Gustafsson's Scripting Tutorial and the site where you'll find it is: http://www.ofpeditingcenter.com/tutorial.shtml
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Need to know two things about trigger activation
Chris Death replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
amos m - you could also create 100 triggers for getting finally this result, but as RED said, there's no reason (look at aculausd's question) to create more than one trigger. btw - it could also be done without using a trigger, by a script running in background, but that's not what he was asking for. -
The ping to your own local machine shouldn't depend on the cpu power (maybe if it would be a 386 or so). Are you sure all is running properly, because my second pc is also a P3 700mhz and as i wrote b4 sometimes this low cpu even get's a better ping on my lan than the high cpu (host) - for example host gets 15ms client (700mhz) gets 12ms. Ping is the response time or the time the comunication takes between two adresses. I can't see a reason why your pc should have such a big time lag to itself. OK i'm not the real expert for ping questions, but enough to know, that there must be something goin wrong.
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for the auto-download maps stuff i can tell you, that OFP can handle it - this means, when you playing a map (except maps in user folder - still under construction / or not exported to MP) the clients will download those maps automatically by playing them.
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CreateVevicle and DeleteVehicle, How do We use them
Chris Death replied to Hudson's topic in MULTIPLAYER
hmm - This will not only be good for vehicle respawn i think. We can use it also to decrease some kind of lag, caused by to many ai or objects already on the map, when the mission starts. Thx to BIS for being still on user-side-developement (even after getting honored creating the best game) btw. OFP is the first game, i have to quarrel with my wife, about what is more important: she or it hehe