CrashnBurn
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Everything posted by CrashnBurn
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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.
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createVehicle for a plane plus waypoints
CrashnBurn replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
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- -
Problem with an altitude script
CrashnBurn replied to Balatouf's topic in OFP : MISSION EDITING & SCRIPTING
Make the trigger a bit larger, and in the script instead of a "?" for the getpos select 2 line use a "@" -
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 ;--------------------------------------
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"targetname" could be a reserved variable. Give it a different name and try again.
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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.
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How do i name my mission?
CrashnBurn replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
edit- Korax beat me to it. -
How do you stop a trigger effect?
CrashnBurn replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
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. -
I noticed that after upgrading to 1.96 final, the AI cessna crashes immediately after takeoff on Nogova south airfield into one of the buildings. I have a comprehensive understanding of how AI planes and helos work in this game, and it appears that the ILS navpoints somehow got borked in the new patch, or the AI is no longer able to negotiate them. This has ruined a mission I had from previous versions that worked (1.91).
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Try asking in the addon forum.
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Don't forget that if the ammo name is different than the weapon name, you'll have to remove/add that too.
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waypoint & sync, problem
CrashnBurn replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
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) -
i need help (is there a 'or' command..)
CrashnBurn replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
NP, CnB out  -
passengers eject chopper without wps?
CrashnBurn replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
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. -
passengers eject chopper without wps?
CrashnBurn replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
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 -
i need help (is there a 'or' command..)
CrashnBurn replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
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 ? -
passengers eject chopper without wps?
CrashnBurn replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
If you look at Bohemias eject script you'll see that the unassign command comes after the ejection. The script is called "out.sqs" and is in the mission 07HoldMalden.Abel. Yes, Mr. Zig, you are wrong...along with some others I imagine. Unless you want to argue that Bohemia is wrong ?? Â -
i need help (is there a 'or' command..)
CrashnBurn replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
You didnt say man1 was a group name. You said it was a unit name...duh! Make a trigger for each group and group the trigger to the leader of each group. After you group the trigger you'll see new options for who is and who's not in the trigger area. Now you can make a variable true for each group that enters their triggers. A final trigger that holds the variables can make the mission end. For the other problem, you need to count live units like so: (("Alive _x" count units man1) == 0) && (("Alive _x" count units man2) == 0) && (("Alive _x" count units man3) == 0) -
passengers eject chopper without wps?
CrashnBurn replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
personally I'd use an ejection script for it. Whatever you use, make sure you unassign each unit after they eject, or as a group after all are out. Mr. Zig is wrong. If the first command is an unassignvehicle command, the helo will try to land...period. -
i need help (is there a 'or' command..)
CrashnBurn replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
trigger should be of type: Anybody Present condition: (vehicle player) in thislist && (vehicle man1) in thislist && (alive player) && (alive man1) or (vehicle player) in thislist && (vehicle man2) in thislist && (alive player) && (alive man2) or (vehicle player) in thislist && (vehicle man3) in thislist && (alive player) && (alive man3) -
passengers eject chopper without wps?
CrashnBurn replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
unassign the unit AFTER it has ejected. -
It's a building at the airfield with object id# 61289. I made a video of it with fraps but can't seem to connect to my ftp to upload right now. It doesn't seem to matter where I put the move waypoint (last try was Modrava), it just crashes at the same place every time.
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The getout WP for planes will put the plane into autopilot mode for landing. The AI pilot wont get the command to go into autopilot until it reaches the getout WP. Actually, the AI see a getout WP as a move WP until they reach it. So, putting the WP at the airfield means the AI won't know he's supposed to land until he's already flying over the airfield. This will make him circle around again. Put the getout WP far away from the airfield. For Nogova, I put it over the water south of the town of Vidlakov. To make a plane land without using a WP, simply give it a unassignvehicle command in a trigger to start autopilot landing. This is all simple logic stuff if you think about it. Use your heads guys! Â
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um...wouldn't there be 1 left alive ? Who's gonna kill the last guy ?
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count crew heloname == (("alive _x") count units groupname) + 2 The + 2 accounts for the pilot and gunner that are already aboard. If all you have is a pilot then change it to 1. Only limitation to this, is if the pilot or gunner is killed the trigger may not fire properly, but it's never happened to me. No script is necessary for this.