![](https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://secure.gravatar.com/avatar/f1ec727d2f05b44f41f3b3ab25aa9495?d=https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Da Frank
-
Content Count
24 -
Joined
-
Last visited
Never -
Medals
Posts posted by Da Frank
-
-
It was indeed an interesting problem, thanks.
-
I don't know but it starded giving me that same error yesterday. And only if I clear the mission and start all over again will it go away.
It ruined my misssion, i was working on for the last two days.
-
NP
Just started making my first scrip yesterday, and I'm allready hooked
-
Don't forget the move command only works if you give a name to a group
Unit1 = group this
Now this has to be given in the init field of your group leader and not in the script, because that won't work (havn't found out why though, if somebody could tell why, I'd be a happy man).
Next you place the Unit1 move [z,y,z,] command in your script and presto!
-
groupname = group this
-
Hi,
I more or less have a question about that. I'm making a mission and suddenly I get an error message:
'€ô~|#|~": Error Type Group, expected Bool
And the problem is that it stays there (it doesn't fade out like it's making the mistake over and over again). Now by my knowledge I havn't changed anything, and I undid the changes I made but it keeps it up.
Any idea
-
Nope I'm wrong again,
DestroyerX is right, it's easier with Sync's, I just tried it and it works
-
IMHO,
I think you have to do it with conditions assignt to wp's like board = true when the people are on board (so the chopper waits for people to get on board. And get out = true when they disbark so the chopper waits to get to the next wp untill you men got out.
-
K it took a while but here it is:
===================================
;//[mia1,mia2,mia3,mia4,mia5,mia6,bomb1] exec "spawn.qsq"
;//scripted by Da Frank
;
;//assigns bomb1 as the Target (something like a M2 machinegun)
_bomb1 = _this select 0
;//assigns mia's as the survivors
_mia1 = _this select 1
_mia2 = _this select 2
_mia3 = _this select 3
_mia4 = _this select 4
_mia5 = _this select 5
_mia6 = _this select 6
;// blowup bomb1
_bomb1 setdammage 1
;//find Target position
_position = getpos _bomb1
_x = _position select 0
_y = _position select 1
_z = _position select 2
;//sets your bomb1 in the ground (so it's not visable anymore)
_bomb1 setpos [_x,_y,_z-5]
;//take some time before getting new position (otherwise you blow up your mia's)
~10
;//spawns your miagrp in the house (this might involving shifting the bomb1 around)
_mia1 setpos [_x,_y,0]
_mia2 setpos [_x,_y+2,0]
_mia3 setpos [_x,_y-2,0]
_mia4 setpos [_x+2,_y,0]
_mia5 setpos [_x+2,_y+2,0]
_mia6 setpos [_x+2,_y-2,0]
~10
;//moves your mia1 (and the rest will follow if in the same group) out of the building
_mia1 move [_x+10,_y+10,0]
;//the end
exit
============================
notes:
I designed it so that you don't have to know any coordinates just place your M2 (named bomb1) in a house, again this might take some shifting around.
All your men will then be spawned in the house, and i added a littel movement so they will come out.
Have fun
-
Oops i mean:
Unit1 will move to those coordinates
-
Pretty simple all the same
_Unit1 move [_x,_y,_z]
and Unitq will move to those cóordinates.
-
Ok I think I cracked it.
First Daneel, after 'this setdammage 1' letting it get to rest on a surface is indeed nessecery (it doesn't have to be flat, on a slope will give you a nice angle).
Than let it there for about 10 sec. If the place you 'setpos' it to has a tree in the way, it will start bouncing again, so you have to move it around a bit untill you get the right position, also the azimut has to be right, so you could try changing that around.
But if you want to be sure just place it in the ground for about a meter [x,y,-1], which is cool because it won't have any wheels anymore.
Thanx again.
-
Sure, i'll try anything.
Tnx
-
Thanx anyway.
Crashing the chopper wasn't really the problem, but do you at least know of the non stationary vehicles?
As it turns out to be, tanks even move a bit sometimes when they're empty.
Isn't it strange, you should think a couple of tons of metal would stick to it's place.
-
Any one know a solution to Vehicles that won't hold still and try to sneak up a hill or wreck a garden wall while your not looking (come to think of it, even when your are looking).
Also I would like a helicopter to be crached in the woods, but it keeps hopping because of the trees.
b.t.w.
Any one found out yet how to put a flag to a vehicle even when nobody's in 'm.
-
Sorry about the f*cked up link
-
And...
If you make a trigger
Activation: west
On activation: unit1 move [x,y,z]
*where unit1 is one of you 4 patroling units and [x,y,z] are the coordinates of your trigger
Then unit1 will run to your trigger.
(b.t.w. for finding out coordinates see <a href="http://www.ofpeditingcenter.com.com">www.ofpeditingcenter.com</a>)
Have fun
-
I want to put a flag on a vehicle so that it stays on the vehicle even when there's no one in them.
With 'USA_vlajka.pac you can tell a person to carry a flag but not a vehicle.
Someone got an idea?
-
THANK YOU!!!
How completely logical ... ?
Thanks again.
-
Yes I did, but if i use the wrong name or make a typo in addweapon or addmagazine I always get kicked. Never been different.
-
For ground units you could allso try unitname setpos [a,b,c], where a,b,c, is the coords of somewhere in the sea and they will be dropped above water and drown.
If you do setdammage you could hear an explosion, if you would remove the fuel (unitname setfuel 0) you might not and it still would crash in sea. Haven't tried it though.
-
I don't know if it's just me but I can't get the mission editor to addmagazine "steyr".
I tried addmagazine "aug" and "steyr aug" but then I'm being kicked back to Windows.
Anyone knows what the code for the addweapon is for the Steyr?
-
Mark99 has a point, sometimes you have to wait so long. Even a chase-cam would be nice just to see what your teammates are doing.
€ô~|#|~": Error Type Group, expected Bool
in OFP : MISSION EDITING & SCRIPTING
Posted
I found it I named a condition
thingy = TRUE
and named a trigger the same 'Thingy'
Renaming the trigger solved the problem.