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CrashnBurn

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About CrashnBurn

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  1. CrashnBurn

    Anybody watch the SpaceShipOne launch?

    Well, even if spaceship one wins the 10 mil, it's like a booby prize. They already spent close to 30 mil in R & D...lol.
  2. Let me see. You want to create a plane and pilot runtime and target empty vehicles. This is so easy and can all be done with 2 triggers and a few waypoints. What in the he|| is all this complex scripting for ? Keep things simple dudes. Here's how it's done...you can thank me l8r. First make your dummy group by putting a west soldier on the map and give him a groupname (November or whatever) and deletevehicle him (all in his ini.). Give him a move waypoint followed by destroy wp's placed directly on the empty vehicles he will engage. Make a trigger and syncronize it to his move wp and make the trigger a switch type. This trigger will be used to create plane and pilot. When he's created, the trigger completes its switch and the destroy waypoints become active....woohoo! (and yes they work on empty vehicles) example trigger: condition- your choice(whatever you used to call your script before.) onactivation- hog = "A10" createvehicle getpos trig1; "SoldierWPilot" createunit [getpos trig1,November,"p1=this",1,"CAPTAIN"] At the location he's being created at, put another trigger of type- West, present. When he's created, this trigger will activate immediately. In this triggers onactivation box we'll get the pilot in the plane and get it flying- p1 moveindriver hog; hog setpos [getpos hog select 0, getpos hog select 1, 300]; hog setvelocity [400,0,0] Ok, so we created a plane, a pilot, he has destroy wp's to work with and he's flying at 400 kph at 300 meters. In a few more seconds, 2 empty T72 tanks are going to be burning heaps of junk. This is all thats needed. I even named the first trigger and used it as a spawn location so no markers or logics are needed. The less items you place in the editor the faster your mission will load and play. Yup, just 2 triggers, a couple waypoints and 1 "template" soldier. Done deal in less than 5 minutes. It all works and the A10 blew up 2 empty T72 tanks moments after being created in my quick test mission. Since both unit and vehicle have global names, you can do anything you want with them when you're done with them. Now if you'll excuse me I have QeRadiant open and things to do. Crashy out-
  3. CrashnBurn

    Problem with an altitude script

    Make the trigger a bit larger, and in the script instead of a "?" for the getpos select 2 line use a "@"
  4. CrashnBurn

    Createunit command

    This is simple. Use an eventhandler. Edit your createunit line like so: "SoldierWB" createUnit [_spawn,group1,"this addeventhandler [{killed},{_this exec {bodycount.sqs}}]",0.5,"CORPORAL"] Next make a new text file and name it bodycount.sqs. Put it in the folder that has your mission name. contents of bodycount.sqs: ;-------------------------------------- _unit = _this select 0 _unit removealleventhandlers "killed" bodycount = bodycount + 1 ;-------------------------------------- Now in your init.sqs, or in the players ini put: bodycount = 0 Each created unit that dies will add 1 to your bodycount. Don't put a "_man =" at the front of the createunit line. If you want to name him use the ini section of the line like so: "SoldierWB" createUnit [_spawn,group1,"man1=this; this addeventhandler [{killed},{_this exec {bodycount.sqs}}]",0.5,"CORPORAL"] Now if you want to get fancy, you can delete the created units, if you want to keep too many from piling up. Just edit the script like so: ;-------------------------------------- _unit = _this select 0 _unit removealleventhandlers "killed" bodycount = bodycount + 1 ~15 + (random 10) deletevehicle _unit ;--------------------------------------
  5. CrashnBurn

    Dynamic Object Names

    "targetname" could be a reserved variable. Give it a different name and try again.
  6. CrashnBurn

    Cutscenes and Videos

    The free version of Fraps limits vids to 30 seconds... But ! Using WinXP moviemaker you could splice a few together into one movie if you have the skillz.
  7. CrashnBurn

    How do i name my mission?

    edit- Korax beat me to it.
  8. CrashnBurn

    How do you stop a trigger effect?

    This can be handled with just the one trigger you used to start the music. Make the trigger repeating. This is necessary to toggle it off later. The condition for the trigger should be: alive radio The music will start at mission load since the radio is alive then. In the deactivation put: 0 fademusic 0 *Note that the music will continue to finish its' current loop before stopping (small Bohemia programming error me thinks). If you want to have music later in the mission you need to fade it back in: 0 fademusic 0.5; playmusic "track5" The volume part is 0.5 which is default, NOT 1. If you set the volume to '1' the music will be way, way loud. Furthermore, if you fade the music to a volume of 1 and the player has his music volume set high in the menu options, it's conceivable that you could damage their speakers. At the very least they'll be extremely annoyed with you and flames will arrive at your inbox for sure.
  9. CrashnBurn

    Desert Camo SAS

    Try asking in the addon forum.
  10. CrashnBurn

    Remove ONE weapon

    Don't forget that if the ammo name is different than the weapon name, you'll have to remove/add that too.
  11. CrashnBurn

    waypoint & sync, problem

    The game engine should take care of this on its own, however, it can take up to 2 minutes for OFP to figure out all of one group died before releasing another group from its sync'd waypoint. Test again and see if the group moves on after a few minutes. In my tests they always did....eventually. Also, you can't check alive condition for a group like that. The way you did it is for a single unit or object, thus you got an error. To check for a group, use this: (("Alive _x" count units groupname) >= 1)
  12. Thnx Junker, I should have had groupname instead of groupleader. The groupname only has to be in the ini of one of the group members, not all of them.
  13. Meathead, one thing you can do to prevent them all from piling up when they get out is to have the group leaders speedmode on full. That way he'll move off right after he gets out instead of waiting for everyone else. Later on you may want to set it back to normal to keep the group in formation. Here's a good eject script I have never had problems with: ;-------------------------------------------------------------------- ;to call this script, simply pass the execution in a trigger ;or waypoint as follows- [groupname, heloname] exec "eject.sqs" ;-------------------------------------------------------------------- _grp = _this select 0 _vehicle = _this select 1 _aunits = units _grp _i = 0 _j = count _aunits #Here (_aunits select _i) action ["EJECT",_vehicle] unassignvehicle (_aunits select _i) _i=_i+1 ~0.5 ?_j>_i:goto "Here" "unassignvehicle _x" forEach units _grp exit
  14. Ok what you want to do is make a variable come true when each group gets to the triggers. In the condition of each trigger add a variable: ! arrived So the full condition would be: this && ! arrived In the activation of each trigger put arrived=true In your mission init.sqs or the player unit initialization put: arrived=false Now when the first group hits the trigger, the condition "arrived" becomes true and the other 2 triggers won't be able to activate because the condition "arrived" is no longer false. Get it ?
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