Jump to content

Door a jar

Member
  • Content Count

    41
  • Joined

  • Last visited

  • Medals

Everything posted by Door a jar

  1. Door a jar

    Making units sit

    Thanks alot amos, I'll give her a wirl.
  2. Door a jar

    Making units sit

    Thanks for the help guys, but is the command the same? Playmove"effectstandsitdown", if you use that command and have them over a chair will it just place them in a sitting posistion in the chair. That is what I was really on about. I can't find the command anywhere to get them to just sit on something and look natural doing it like in that screenshot I mentioned. They just sit indian style and refuse to cooperate.
  3. Hey on the site ofpeditingcenter.com there is an uber tutorial. If you look at that it walks you through triggering a flare to fire.
  4. Door a jar

    Making units sit

    Sorry the main page doesn't have the picture, you have to click on one of the departments to bring it up. They're listed across the top bar. The last three being addons and the forum.
  5. Yeah Semper Fidelis but the Corps' real big on making things short. To an extreme, they even changed the word car, a one syllabel word to POV a three syllabel accronym. My favorite is KISS (Keep it simple stupid) it usually ends up Keep it stupid simple. Anyway good luck on you mission. Door_a_jar
  6. This should solve your problem there fella. In the init field of the unit you would rather start deceased just type. this setdammage 1.0 that will start the unit dead. Note that although I spelled damage wrong above I meant to, it's the way it is spelled for the games scripting. You should be all set. Door_a_jar
  7. Door a jar

    M2 East

    if you want to get a Russian to move in the M2 go ahead and set up an empty M2 east and name it something like gun_1 then create a soldier and in his init field type this moveingunner gun_1, I usually do it this way since when you also set the soldiers to combatmode"red", and behaviour"combat", he seems to engage units farther out than a regular gunner. hopefully sometime in the future BIS will take out the M2 east and replace it with a DsHK, or a KPV, which are the Russian equivilant's to NATOs .50 cal. -Door_a_jar
  8. Door a jar

    how do I

    My best advise to you is to grab the Uber turorial offered at operation flashpoint editing, along with lustypool's scripting tutorial, I don't have them in front of me right now, but what you need to do is set a trigger that activates say when the enemys' tank support is knocked out not (alive tank_1) where tank_1 is the name of the tank. Note you must have the trigger set as repeatedly. Also it must include the tank and all areas you have waypoints going to (if you set it's combatmode as "yellow" then it won't move anywhere. in the on activation field you need to remove the soldiers weapons and ammunition set their captive mode to true, and playmove the surrendering animation. all of this is located in Lustypool's scripting refrence. That should work. Good luck -Door_a_jar
  9. Hey Stryder, I think I posted a reply to the same question by you in another thread, but if not this is what you need to do. Make sure your defensive units aren't grouped otherwise they will rally around their group leader and leave their position. Once that's done in their initialization field type this setbehaviour"alert" (you can also use combat, it will just put their weapon in the ready posistion instead of the alert) then type ;this setcombatmode"yellow" the ; is just to add a new string, combat mode yellow will tell the unit to engage units in it's field of fire, but to hold it's position and not actively seek out new targets outside of it's LOS. then type ;this setunitpos"up" this will keep the unit from taking cover, i.e. lying over the sandbags and just shooting up the inside of them, or getting down then up and down then up making the unit continuously drifting foreward. Note that if you have the behaviour combat and do not set the position to up your unit will start in the prone. It will not move from the prone position so if that's what you want you can do that as well. I've been trying to figure out how to get the AI into the kneeling to take full advantage of the cover you provide, but I haven't had any luck yet. Good luck and I hope this helps.
  10. Hey I had a bit of a problem with that too. If you set in the init field. this setcombatmode"yellow" they will stay where you put them. Bear in mind though that they can not be grouped and must be a lone unit, if they are grouped they will leave their position and try to rally around the group leader. to keep them standing behind their emplacement without going prone and falling through their cover use this setunitpos"up", It will keep them in the offhand position. set their behaviour to either combat or alert. I tried to find a way to make them take a knee and stay there so they can take better advantage of their cover, but no takers yet on that. Good luck -Door_a_jar
  11. Hey fella, I served with 3d Battalion 8th Marines, Co K. Getting out this month as platoon sergeant. I've done two Cax' out at 29 Palms, California. That's where the Marine Corps does their combined arms training. That's a pretty good idea, but I don't know if flashpoint can handle all of the units right now. You might be able to do a company sized element reinforced attacking a platoon dug in though. That would be big enough to get everyone's juices flowing. That should work, you could set the soviet platoon in their 2 up 1 back defensive position. Just remeber that their tactics center the squad around the RPG gunners rather than the machine guns. Their machine guns are used for marching fire in the assault and to protect the RPG in the defense. It's too bad flashpoint doesn't model the RPK or RPK-74. Not much on tank tactics all I ever did was ride around in the TC hatch of the AAVs and crack my head everytime I had to get out real quick. But you could set up a hard hit raid on an enemy weapons cache or even a scud sight if you wanted. Enough ranting for now. Good luck on your mission, Semper Fi and all that jazz. -Door_a_jar
  12. Door a jar

    New \'special\' feature

    Well, thanks a lot for your help anyway Jay, I really appreciate it. At least now I can keep my snipers in the attic window, and put soldiers in the second story rooms. Thanks again fella. Door_a_jar
  13. In not that computer savy, but maybe someone out there can help me out. Is there anyway in an official or unnoficial add-on to include in the special feature in the advanced editor, Partial Cover, and Complete Cover. What this would do is tell the AI that there is no need to drop to the prone position when a threat is sighted. They will engage from the off-hand position when set to Total cover, allowing snipers placed on the third deck of buildings to engage from the window without falling out the wall and down three stories trying to get to the prone first. Also it will allow the AI to take full advantage of sandbag emplacements made with the editor, as Partial cover will tell the AI to continue to engage in the kneeling, no longer will soldiers clip through a perfectly good peice of cover and get shot anyway because he is lying through the sandbag. I just thought these might make for two good tweaks for the game enabling mission makers to add more depth to a defensive position, and would help the modding comunity out greatly (That WWI mod is going to be a nightmare right now trying to keep everyone in the trenches without breaking their necks trying to go prone) BIS has done an outstanding job and I am a huge fan of the game, but I would hate to see them run out of steam and have someone else pick up the ball late in the game and cash in on their hard work and novel idea.
  14. Door a jar

    New \'special\' feature

    Thanks again Jay, the buildings snipers work great, but the this setunitpos"down" command places them in the prone, is there another one I can use to make them stay in the kneeling? Also how can I use the initalization field to choose which building floor they will be on, as by default they always start on the highest floor. I tried to look it up in the editing commands on thsi sight before I wasted anyone's time, but I can't seem to get it downloaded. Thanks again for the past help Jay, hopefully you can come through again. If you could keep it in just the initialization field that would be great. With my current job I don't have the time to try to figure out the scripting portions.
  15. Door a jar

    New \'special\' feature

    Hey thanks a lot Jay. I'll give it a try in the editor. Will they stay in that position no matter what? Also does the down position kneeling, or prone. I guess I'll find out. Thanks a lot for the help. -Door_a_jar
  16. I'm not too computer savy or I might look into this myself, but is there anyway either in an official or unofficial addon (I know they released the third one, but I also know some bugs in the game still exist, i.e. jumping bean bradley's) to add into the special feature for units in the advanced editor the commands partial and total cover. These could tell the AI that they are protected and they do not need to assume the prone position when threats are sighted. Partial would keep them in the kneeling position, while total would keep them standing. It would allow for snipers placed in attic windows not to go through the wall and fall three stories everytime they try to engage. (I don't even want to see the clipping problems that are going to come about trying to keep everyone in the trenches when that WWI mod comes out). Partial cover would keep them in the kneeling and would allow for the programer to place soldiers behind the sandbag emplacements without having the soldiers ignore their cover and lay through the sandbags and get shot in the head anyway. These additions could make for a lot more flexibility in positioning defensive troops in the editor and having them actually take good use of the cover the maker intended them to have. I love the game, BIS did a really good job with it, but I would hate to see them run out of steam and allow someone else to pick up the ball and cash in on their hard work, effort, and unique idea.
×